《星际争霸II》Q&A 增加眩晕等控制型异常状态
[SCII Forum]
狂热者遭遇跳虫时是否仍为1:4的比率?在最新版本中有没有调整?
一般而言一个狂热者可以战胜两只跳虫,有时甚至可以战胜三只跳虫。但是这仍然取决于各自位置以及微操。当双方数目更多时,狂热者的胜算将会更大,因为成群的狂热者将会减少被跳虫攻击的面积。合理利用地形,例如使用墙体和物体作为掩护,同样能帮助星灵选手减少被攻击面积。而跳虫则需要围杀狂热者,来缩小杀伤力的差距。
[SC Legacy]
在《魔兽世界》的PvP中,玩家经常因为受到某些对方技能的影响而遇到无法控制自己角色的“郁闷”情况。晕眩、定身等在《星际争霸》中少见的现象,如今却越来越多地出现在《星际争霸II》中。根据你的测试经验,你认为这一类单位控制技能,究竟是让游戏变得更加丰富有趣,还是越发让你感到麻烦?
首先,《星际争霸》是有一些技能可以使单位失控的。这些能力包括幽灵的锁定、海盗船的干扰网,以及黑暗执政官的精神控制。目前来说,认为这些晕眩和定身技能在《星际争霸II》中出现过多还为时尚早。
此外,相比较而言,在《魔兽世界》中,玩家仅仅控制一个角色,而在即时战略游戏当中,玩家则需要控制许多角色和建筑基地。两者的差异是,当你在《魔兽世界》中被晕眩、定身或是失去控制时,如果你不能解除这些状态,那么除了等待别无他法。而在《星际争霸》当中,当你的一个单位失去控制,那么你还可以控制余下的单位,或者管理你的基地、建造新的建筑等等,依然还有许多选择可以做。目前看来,我们认为这种技能会使游戏变得更加有趣丰富。
母舰当前的情况如何?现在它有何种技能?如果它被移除的话,那么是否会有其它单位来替代它的功能?或者说星灵单位已经设计完善了?
目前母舰能为周围建筑和单位提供一个隐形力场,自体带有虫洞传送,时空裂隙,以及星河漩涡这三个技能。我们对母舰的现状感到满意,不过依然需要在测试开始之后听取更多来自玩家的意见。
感染者的定位到底是什么?这种单位的技能反反复复删添了许多次。你们想要把它设计成辅助单位?还是骚扰单位?抑或是拥有大量法术技能的快速反应单位?
它比较适合用于骚扰对手。感染者可以将自己埋于地下并移动在虫群之前,以此来削弱敌人的力量。
EMP可以躲开吗?或者在EMP即将发动时有类似预警的指示?会影响不朽机甲的刚毅护盾吗?
EMP是可以躲开的,但是难度较大。比如,当看见幽灵时你应该联想到对手可能即将发动EMP打击,但是幽灵非常隐蔽,且难以捉摸预测;或者在EMP打击范围的边缘时,迅速移动到打击范围之外;或者使用追猎者的闪现技能。
[Vile Gaming]
地图/MOD跳转到网站——地图/MOD的作者是否可以将地图/MOD与他们的网站建立连接?比如,有人希望将自己地图/MOD上获得的分数/成绩导出到自己的网站,或者反过来,将这个网站上该地图/MOD的最高分数导入到游戏并显示出来。
玩家可以自定分数的显示界面但是还没有具体的计划可以通过战网将地图数据和网站关联起来。
启动器支持——在经过战网认证界面后(与Twitter,Facebook等应用程序认证类似),地图/MOD是否也有自己的启动器(像《魔兽世界》那样),独立于《星际争霸》,以快捷方式或者开始菜单图标的方式进入,并拥有自己的界面?
尚无计划为地图/MOD准备独立的启动器。不过仍然可能会有载入或者启动界面。
[SC2 Forum]
Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest
builds?
One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area.
Zerglings have to secure a good surround around the zealots to keep the ratio close.
[SC Legacy]
In World of Warcraft pvp they found an issue over time that it was "veryunsatisfying" to the player when they lost control of their character as it limitedtheir ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?
First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.
What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?
Currently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.
What is your overall goal for the Infestor? The units have had and removed so many abilities, are you trying to focus into a support role, or disruption and harassment, or just to have a wide variety of spells so it can be a quick response unit?
It is intended to play more of the disruption/harassment role. They are meant to burrow and move up ahead of the swarm to soften up their opponent’s forces.
Is EMP dodgeable, or there's some sort of indication that it's going to be launched?
And does this cause a problem with Immortals?
It’s possible to dodge EMP, but it is difficult to do. Your options include anticipating your opponent will be casting an EMP by seeing the ghost or its shimmer and predicting it; being near the edge of the EMP range and moving out quickly; or using the stalker’s blink ability.
[Vile Gaming]
Map/mod to site communication – Will there be support for map/mod makers to bridge a connection between their map/mod to their site? For example, if a person wanted their map/mod to submit scores/results to the site, and vice-versa the map/mod could pull the highest scores from the site and display it in the game.
It is possible for players to make their own custom score screens but there are no specific plans to bridge map data to web sites via Battle.net.
Launcher support – Will maps/mods be able to have their own "launcher" (ala WoW’s launcher), as in shortcut or start icon from the computer outside of StarCraft, and have their own screens, after a Battle.net authenticating screen (ala Twitter’s, or Facebook’s, application authentication).
There are no plans to allow maps and mods to have their own launcher. However, making a loading screen or launch screen is still possible.