1. How will Marines mount into a pod? Is this done via the barracks, or an entirely unannounced building, or Dropship-like airship yet to be revealed? (sc2armory.com)
机枪兵是如何进入发射仓的?需要经过兵营完成,或是一个目前完全未知的建筑?还是像运输机那样?
Terran infantry currently load into the Shadow Ops building (prerequisite for the Ghost). A Ghost can then launch drop pods, which originate from that building.
人族步兵集合进入Shadow Ops(核弹兵的需求建筑).一名核弹兵将从该该建筑物中弹射发射仓.(宅男的爱:人间大炮,一级准备!)
2. Can a player order a Ghost in a Bunker to call Nukes and Drop Pods? baboonsy (Battle.net)
Yes, Terran infantry currently have all abilities except the SCV repair ability available for use while inside a bunker, including the use of Nukes and Drop Pods.
玩家们可以命令一个在地堡中的核弹兵召唤核弹或是发射仓么?
是的,人族步兵们在地堡中可以使用任何技能,包括召唤核弹啊召唤发射仓啊——除了SCV的维修。(宅男的爱:的确,不然太Bug了)
3. What spells are specifically affected by the Nullifiers ability? Will physical spells like the Marines Stim Pack, the Ghosts Nuke, or Reaper Mines be disabled? Also, will spells cast before entering the area (I.E. Ghosts cloak) be disabled upon entering the area? (
www.starcraft2forum.org)
Only abilities which require energy usage will need be unable to be cast while in the Null Voids area of effect. Additionally, the Null Void ability will disengage cloak by units such as the Ghost. It also currently reveals burrowed Zerg units, but this is still being debated in terms of balance.
哪些技能将受到Nullifier的技能影响?是否物理类技能,比如机枪兵的兴奋剂啊核弹兵的核弹招来啊还有收割者的地雷啊,都会失效?此外,在进入效果区域之前释放的技能(比如核弹兵的锁定),在进入效果区域后会失效么?
只有需要能量的技能会在Null Voids的效果范围内失效,此外,Null Void技能将分离单位的伪装比如核弹兵。它同样显示出钻地的虫族单位——不过在团队作战平衡中,这依然在讨论。(宅男的爱:是的,最好好好讨论下,根本就是大面积定点反隐形啊……)
4. Last we heard, Veterancy was active for the Terran but we havent heard anything about it since and are quite curious is it still in the game? (starcraft-source.com)
Veterancy will likely be seen in the single player campaign, but will not be in the multiplayer game.
我们曾经听说人族拥有着兵种升级系统,但是之后jiumeiyourenhexiaoxile。我们非常好奇:他还在游戏中么?
升级系统将在单人战役中出现,但是不存在于多人游戏中。
5. In StarCraft, some units had instant attack animations (Corsair, Mutalisk, Vulture). This allowed people with good micro to make these units move and shoot. In contrast there were units that had an attack animation which required the unit to stop and shoot. This allowed people with good micro to dance (move, shoot, move shoot, maximizing the distance travelled without the unit losing any shooting time). In Warcraft III, units tended to have attack animations which took as long as the cooldown for the attack, making micro actions such as these non-existent.
Will units in StarCraft II have attack animations that last as long as the cooldown for their attack, similar to Warcraft III? or will players be able to dance (moving in between shooting) like in StarCraft? Also, will there be any units with instant attack animations that can be micromanaged to move and shoot like in StarCraft? -Fen / GenericTerranPlayer (teamliquid.net)
Balance will be the first priority when determining the animation duration for units. With that said, there will be certain units that players will be able to dance with, and there will be other units which will force the unit to stop and fire. Some units in StarCraft II will not only need to stop and fire, but will do additional damage to a target while it focuses. All of these characteristics which determine how a unit will be used in competitive play will be chosen based on balance.
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在《星际争霸》中,一些单位有着直接攻击能力(海盗船,飞龙,秃鹫车)。这让那些微操好的家伙们可以操作这些单位边打边跑.与之不同的是,有些单位的攻击需要他们停下才能开火,这让那些微操好的家伙们可以玩Hit & Run。在《魔兽争霸3》中,单位趋向于有着和攻击间隔同样长的硬直,这让微操作几乎不存在了。
《星际争霸2》是否存在着和《魔兽争霸3》一样的单位攻击硬直?或是是否玩家还可以Hit & Run就像《星际争霸》?此外,是否有单位拥有着直接攻击形式方便微操者攻击移动?
当单位动画的持续性决定的时候,平衡是首要考虑因素。也就是说,可以确定的是玩家可以Hit & Run,另外有些单位需要强行停下来开火。有些单位在《星际争霸2》中不仅需要停下来开火,而且会因聚焦目标而获得额外伤害。所有这些决定着一个单位如何在竞赛游戏中使用的特征将基于平衡因素所选择。
6. When a unit is cloaked or burrowed, can the sensor tower still see the unit in the fog of war? DarkAlaskan (Battle.net)
Yes, the Sensor Tower will reveal all units in the fog of war, including cloaked and burrowed units. Sensor Towers are currently a staple to any Terran defense or offensive.
当一个单位隐形或者钻地,感应塔是否依然能在战争迷雾中看到他们?
是的,感应塔将在战争迷雾中显示所有单位,包括隐形和钻地单位。感应塔一般来说是任何人族防御或是进攻的必需品。
7.agreed with what Blazur says about bunkers and nukes, but imo if you reduced the range at which nukes can be thrown when inside a bunker it would be a little bit easier, still I would prefer ghosts not being able to launch nukes when inside a bunker....I mean wtf am I supposed to do if there are 5 bunkers?? How do I know where it's been launched from? lucky guess?
Honestly, this is completely up to balance, and of course if it proves too difficult to prevent or avoid, I'm pretty sure it will be changed.
Furthermore, the red dot that Ghosts project when launching a Nuke at the moment, is somewhat easily avoided.
顶Blazur关于地堡和核弹的发言,但是在我看来如果你正处于核弹的射程范围——而且他正好在地堡里,这样会不会更方便些呢?我更倾向于核弹兵在地堡里不能引导核弹。我的意思是——假如有个5个该死的地堡……我怎么知道哪个会射一个核弹出来?Roll点猜么?
诚实地说,这完全取决于平衡性。当然,如果它被证明太难被预防或是躲闪,我很确信他将被修改。
此外,核弹兵引导核弹的时候出现的小红点,让它可以容易地被躲闪……(宅男的爱:警报一响,空格一按,雷达一招,Fire in hole!)
8.Thanks for the update Karune.
The new jackal sounds cool. Hopefully it will be similar in cost/build time to vulture. I do have some questions about it..
1) Will the Jackal be able to hit air?
2) If it does attack air, will it maintain its aoe line damage or be a single target only attack?
Seeing as this seems like the replacement for the cobra it seems natural to have the Jackal hit air.
The Jackal does not currently hit air, but be assured that Terrans will have their counters to air. At the moment, they are still figuring out what unit best fits that role (such as the Thor).
感谢Karune的更新
新要塞的声音很酷,希望在建造秃鹫车的时候也一样。我有些问题……
1,Jackal可以对空么?
2,如果他能对空,他会是持续性的面积线性伤害还是单点型伤害?
看起来就像是眼镜蛇的替代品,似乎天生就能对空。
要塞不能对空但是可以确定的是人族有他们专用防空家伙。如今,他们有了对这合适人员有了新的理解(比如雷神)
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本帖最后由 宅男的爱 于 2008-2-29 19:38 编辑 ]