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02-19【讨论】超测服改动略显蛋疼啊

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转自多玩http://wot.duowan.com/1602/319810044523.html


IP属地:北京1楼2016-02-19 14:32回复
    分房权重提升
      6级斯柯达T25 分房权重18→21.6
      7级T-34-100分房权重27→32.4
      8级TVP VTU 分房权重40→48
      9级斯柯达T50 分房权重60→72
      10级TVP T50分房权重100→120


    IP属地:北京2楼2016-02-19 14:33
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      金币车58M
        金币价格8700 (原7700) 涨价了!?
        分房权重48 (原40)


      IP属地:北京4楼2016-02-19 14:33
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        t1坑你老母的机枪没了


        IP属地:北京5楼2016-02-19 14:35
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          IS-3
            白板炮塔装甲标值175/30/0(原175/175/100)
          金币车KV-4 KTTS砍!
            车体HP 1000→960
            炮塔HP 250→240 (总血量 1250→1200)
            悬挂 地面阻力1.5/1.7/2.8(原1.4/1.5/2.8)
            悬挂转速26→24°/s
            悬挂移动/旋转扩圈系数0.28/0.28(原0.26/0.26)
            主炮 装填时间8→8.4
            主炮移动/开火后/主炮受损扩圈系数0.12/3.0/2.0(原0.1/3.0/2.0)


          IP属地:北京6楼2016-02-19 14:36
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            顺带贴个qa
            2016-02-18 ~ SEBASTIANUL
              – the term “hand brake” caught on, despite it being a “hand track blocker”;
              虽然“手刹”实际是手动锁履带,但“手刹”的说法却很流行
              – the center of mass of a tank was lowered for it not to tip over easily;
              坦克的重心调低了,免得动不动就翻车
              – new physics partially influenced ramming, now it’s possible to tip an enemy over;
              新物理效果会影响撞击,现在可以把敌人撞翻
              – FoV has a high impact on speed perception, a high value produces a high percieved speed, but also influences FPS;
              FoV设置对“速度感知”有较大影响,高FoV值会产生高感知速度,也影响帧数
              – the concrete “teeth” on “Siegfired Line” can be jumped over on fast tanks, that’s a feature;
              齐格飞防线的混凝土反坦克“龙牙”现在可以被速度较快的坦克飞跃过去,这也是新引擎下的新效果
              – new places which are available due to new physics are few;
              新引擎下能去的地方没比之前多多少
              – regarding sound: those who have single-core CPU’s won’t notice an impact;
              有关声音:单核CPU不会注意到影响
              – new physics are completely server-side;
              新物理效果完全是服务器端计算
              – currently, the gun sound does not depend on surroundings (e.g. city, forest etc.);
              现在主炮的声音不取决于环境(在城里还是在森林什么的)
              – 4 shell types, 6 calibers and 3 damage severity types give 460 sound variations overall;
              4种弹种、6种口径、3种伤害程度类型一共构成460种不同的炮声
              – the possibility of hearing enemy SPG fire is being considered;
              听到敌方火炮开火声音的可能性在考虑之中
              – the higher the mass of the tank, the higher the inertia (TN: duh, physics 101…);
              坦克质量越大,惯性越大
              – if players could choose between old and new sound system, this would inflate the game’s content by factor 2, and two sound engines cannot be supported at once;
              如果给玩家设置自选新旧声音系统的话,游戏内容又得翻一倍,而且两种声音引擎也没法同时支持(所以新声音系统出来后旧声音就废了)
              – the players need time to get accustomed to the new sound system;
              玩家熟悉新声音系统可能要花点时间
              – the problem with getting on one map often is being worked on, currently it’s just advised to change the server;
              反复进同一张图的问题正在解决,现在只能建议换服务器
              – the frontal armor thickness of the MS-1 is a bug in characteristics, it will be fixed;
              MS-1的前装甲厚度数据有bug,会修复的
              – the IS-3 stock turret was modelled using old information, as soon as the Kirovets is in the game, it will be replaced;
              IS-3白板炮塔之前是用旧数据建模的,当金币车IS-3原型车加入时,旧白板炮塔就会被替换


            IP属地:北京12楼2016-02-19 15:00
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              – the FV4202 will probably recieve a buff to be on par with the Centurion Mk. I;
                FV4202吃的buff可能使其达到百夫长Mk.I的水平(然而百1也是由于太弱被调低了分房权重的)
                – the Pz. 58 Mutz has a strange behaviour when turning the turret about 45° along the tanks’ hull axis and tipping the gun downward – the gun starts to move jerkily up and down – this is a mechanism to prevent the gun barrel to enter the hull, it will stay;
                58M在炮塔转到约45°并压低主炮的时候行为会变得奇怪——主炮会上下抖。这是一种防止炮管进入车体的机制,会保留
                – to prevent the sounds from “sticking”, a narrow band should be selected, should help;
                为了防止声音出现“粘滞”,选择窄声带应该有所帮助


              IP属地:北京13楼2016-02-19 15:01
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