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0.2.24版本更新,我第8喜欢的pve回来了

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Fields Rework:原野重做
Fields has been reworked using the new scenario tech to intensify its long-range big-battle feel, and to generally make it more of a challenge.
原野现在已经用了新的剧情技术来增加宏大战斗的感觉,并且现在也更有挑战性了。
The map has been expanded westwards by about 500m (50% wider) to make it less of a corridor and promote different ways of tackling it.
这张地图向西扩展了500米,增加了新的过关方法,而不是狭窄对冲。(从我小玩两把的感受来说,对面会有侧翼包抄的lt队和在山上卖正面的ht队,和lt对打就要侧翼被ht打,不过ht很蹲,复刻wot了属于是
Spoilers ahead, so skip this section if you'd like to do the scenario blind:
前有剧透,所以如果想要完整体验,请跳过:
总之先跳过了
Changes:改动
Reimplemented Fields map.
原野地图重新上线。
Added a 'None' powertrain option to remove the powertrain and tracks entirely, allowing you to make stationary AT guns.
增加了一个“无”选项,现在可以完全挪除动力部分,来制造反坦克炮了。
Reimplemented camera shake.
相机抖动重新上线。(这个我忘了是什么效果,感觉好像也不是很有变化)
Camera shake no longer affects the position of your crosshair.
相机抖动不会再影响准星位置了。
Camera shake now affects your view rotation as well as its position, instead of only affecting camera position.
相机抖动现在会影响你的视图旋转和位置,而不是只影响相机位置。
Camera shake now affects scope view.
相机抖动现在会影响开镜视角。
Added an impulse-based camera shake which adds more weight to sudden events (cannon fires, received hits, vehicle collisions).
增加了一个基于冲击的相机抖动,增加了更多重量(还是说是权重、比重的意思呢?)给突发事件:开炮,受击,撞车。
Greatly improved AI handling of mission and player orders. They should no longer get confused and sit around doing nothing.
ai对任务和玩家命令的处理能力超级加倍,现在不会呆呆傻傻不干事了(从我打的两把来看,该傻还是傻,所以这里指的是不会冲锋到位置之后就不动了)。
Reimplemented bot formations.
重做了bot编队。
Bots now follow their adjacent vehicle in formations, instead of following the lead vehicle directly. Improves turning and makes formations feel more organic.
bot现在会跟随他们的前方战车来编队,而不是直接跟随领头车辆(感觉是说玩家车辆),改善了转向,以及使编队感觉更自然了。
Taking control of a member of a formation and driving off will break the formation into two separate formations.
控制队伍中的单个成员离开,可以将编队分成两个独立编队。
Bots now halt until the slot in front of their assigned formation slot is filled, instead of all bots trying to immediately rush to their assigned spot.
bot现在会暂停直到他们分配编队的前一个位置就位,而不是所有bot直接跑去自己应在的位置。
Greatly improved the driving precision of bots. Allows tight enough manuvering for urban maps.
bot的驾驶技术超级加倍,允许对城市地图进行精密操作(这个manuvering我是没看懂,不知道是什么词根拼出来的,manual吗?vering又是什么?)。
Bots now zero-in their shots when not moving, getting more accurate over time.
bot现在学会了校射,会越来越准。
Allies on Dunes no longer charge in by default. Instead, they'll advance until they see an enemy and then stop while they engage.
现在沙丘关的盟友不会再狂送了,相反,他们会前进,看到敌人后就会停下来交战。
Reimplemented the 'Move to' bot command. It's more reliable now.
重做了bot的move to指令,现在更好用了。
Disabled the dip to black when switching vehicles below 100m.
当车辆在100米以下切换时,禁用了变黑功能。(这是真没懂,我都不知道哪个现象是dip to black,感觉没见过啊
Reimplemented the ability to control the vehicle you're aimed at ('C' by default).
重做了直接夺舍功能,就是瞄准队员按c夺舍。
Vehicle cycling now favours non-immobilized vehicles.
行驶车辆现在更青睐于还会动的车辆(这个我是没懂什么意思,是指ai现在更优先攻击还会动的敌方吗?)。
Lowered ignition rate of flameouts, slowing down how quickly they ramp up.
殉爆的概率和速度都下降了。(这里flameout这个词是熄火,但是结合下一条我实在是怀疑是hamish这个比有点望文生义了,火出来了,殉爆实际上应该是sympathetic detonation来着?)
Flameouts now need to build up enough pressure to blow the hatches and become visible.
现在只有殉爆压力足够了,才会炸开舱盖并可见化,也就是有可能变高压锅闷罐了。(同上,感觉这不就是差强人意空穴来风的英文版吗)
Charging an enemy you outnumber will cause them to fall back in reverse.
向人数较多的敌人发起攻击会导致他们回防(这个多少关系我没搞清楚,但是确实见到过那个疑似老虎的玩意逃跑导致侧面也露出来的)。
Added stall prevention to driver AI. Below a certain RPM, drivers will ease off the throttle to let the engine get up to speed. Stops bots getting stuck on hills.
给驾驶ai增加了防熄火功能,现在半坡起步会憋转速了
Separated turret rings and baskets from the 'Exterior' category in the overlay settings.
现在炮塔和吊篮不再是“外部装甲”这一分类了。在1和2的视角内,总之就是选择变方便了
Allies on Fields now start in a convoy.
原野的队友现在默认以车队形式出发。
Added 1 decimal place to roller array angle property.
给(我想应该是)托带轮角度增加了小数点后一位,这样就更好了。(这个说实话没懂是什么轮子,就自己找了下有这个属性的,只有托带轮能调角度)
Shrunk the size of bushes on fields.
原野地图上的布什现在家伙缩水了
Added flowers to fields.
原野开花了。
Moved the building area closer to the action on fields.
建筑现在移动到更靠近原野战斗区域的位置(没懂,我没看见过有建筑物,这个真是没懂,所以感觉意思是原野地图的捏车区域现在和交战区域更靠近了)
Disabled red tint take damage effect until it's better implemented.
现在撞边界墙无事发生了,因为hamish暂且没有搞出更好的受伤效果。(感觉和速度瞬间归0情况g力大到无限有点关系,碰到就即死没法做伤害了)
Fixes:修复
Fixed mirrored addon structures not adding the mass of the mirror.
修复自定义装甲部件镜像不增加重量的问题。
Fixed vehicles not colliding with each other and the environment.
修复了车辆不会碰撞的问题。
Fixed crash when switching wheel layout to grouped on old blueprints converted to 0.2.
修复了在旧蓝图转换成0.2版本时,车轮布局分组导致的问题。
Fixed decals flickering. More noticeable at high speeds.
修复了贴纸闪烁问题,高速行驶更明显(我没遇到过,可能是贴得少了)。
Fixed bots not accounting for their vehicle speed in their aiming. Allowing bots to actually hit things while moving.
修复了bot在瞄准时不考虑速度的问题(不知道他是指提前量还是参照系速度,还是俩都有可能),允许机器人移动时撞击物体)。
Fixed bots never applying full throttle when driving up slopes.
修复了bot上坡时从不全油门的问题(太爱车了
Known issues:已知问题
AIs do not avoid one-another
ai现在完全不考虑撞死队友问题。
AIs do not check if another ally is in their line-of-fire.
ai现在完全不考虑友伤。
Formation of large formations now takes too long.
现在形成大型队列需要非常长的时间。(这点和上面讲的自然化编队是相呼应的,人排队不也这样?)
The remaining features before 0.2 is feature complete and at feature parity with 0.127, in order of highest priority:
画完还没实现的大饼,按优先级排列:
Better crew posture manipulation controls
更好的乘员姿态控制
Improved freeform selection tools
更好的自由选择工具
Saving and loading of individual parts
单个零件蓝图
Radios
无线电
Turret and part decoupling
炮塔和零件的解耦(没懂)
The scenarios will be returning over time when their respective tech is updated.
这些东西之后会回归的。
After that, 0.2 enters beta. The beta will only receive fixes, optimizations and iterations on existing features.
然后,0.2进入beta测试,只会修复,不会再增加新的功能性内容了
- Hamish
——全sprocket最爱原野踢噶2的hamish


IP属地:浙江1楼2024-12-18 14:57回复
    然后是剧透部分:
    Heavies at the back changes:背坡的重坦变化
    They're now a much tougher design, requiring the best AT guns of the period to pierce the frontal armour.
    现在装甲很厚,需要同时代最好的反坦克炮才能击穿正面装甲。(这个东西在midwar确实有点硬,而且小陀螺转速)
    They'll no longer charge at you. Instead, they'll hold the hill and fire down on you.
    现在他们不会大吼一声,扑向你,而是久经沙场,冷眼旁观(并不),而是固守山坡反斜面来防守。
    They spawn at the start of the scenario, so you'll have to fight them and the light tanks simultaneously.
    现在他们在剧情关开始时就产卵(并不)生成,所以你要同时轻重坦一起打。
    If you charge them with greater numbers or they take heavy losses, they'll fall back.
    如果你数量很多,大吼一声扑向他们,或者真的碰到了,这还了得?那他们会回撤。
    Aggressive lights changes:前出的轻坦变化
    There's now AT variants scattered amongst their ranks.
    现在轻坦队伍里会混编反坦克变种(我没注意看)
    They split up into two groups to form a crossfire.
    会分成两组来拉炮线。(可能是遭遇比较早,我没注意过是不是分组了,直接创完了)
    If you avoid engaging them, they'll turn around and chase you down.
    如果你回避交战,他们会来追猎。
    Profile now matters more than ever due to the shallow hill cover from the enemy heavies while you engage the enemy lights.
    轮廓现在比以往任何时候都重要,在与轻坦交战时重坦的侧面打击能够用低矮的小山丘挡住。
    You can head west to avoid a close quarters fight with the light tanks and use a hill as a shield from the heavies.
    你可以向西走来躲避和lt近距离肉搏,并且用一座小山丘来防御ht攻击。
    Doing so opens you up to flanking fire from the lights.
    这样会让你受到lt的侧翼攻击。
    The scenario can now be completed by reaching an exit point, providing a way for mobility focused designs to succeed.
    现在通过到达撤离点胜利,这样提供了一种重视机动性的设计的成功办法。
    Should you break through a flank, the enemies on the other flank will relocate to fire at you from the side.
    如果突破了一个侧翼,另一侧的敌人会重新集结部队,然后从侧面开火。
    总结一下,车造得太mbt了一路硬顶着上去了,以至于很多hamish鼓吹的以上ai战术内容我都没体验到


    IP属地:浙江2楼2024-12-18 15:16
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      另外我在试图窥探地形和对面配置的时候发现hamish把拍照模式的速度和加速都搞坏了,没法拉条了,很慢
      从西侧走感觉好像不太行,也可能是我没有地图,没找到合适的路吧


      IP属地:浙江3楼2024-12-18 15:35
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