Balancing
Operators
SHIELD OPERATORS: Reduced hipfire accuracy plus other small balancing tweaks
降低盾兵的腰射準度和其他平衡
- Laser sight bonus reduction will decrease the efficiency of hip firing.- 降低雷瞄的腰射準度
- Dispersion increased by 2.5x while hip firing with a shield equipped. - 拿著盾牌腰射射擊時,子彈擴散程度增加2.5x
- Dispersion further increased up to 5x while taking fire on the shield. - 當盾牌受到攻擊時,子彈擴散程度增加5x
PULSE: Cardiac Sensor has been polished for greater player comfort - 心跳感測器進行3D優化
- Added 3D visual Feedback on the screen with a 'sonar style' feel. This should increase navigational comfort for players while using Pulse. We also increased the refresh-rate of detection and accelerated the booting of the device.
- 增加了新的3D"聲納式"視覺特效(取代之前的全黑雜訊風格3D與藍色窗簾風格3D)
讓玩家使用Pulse時眼睛會舒適點,也增快了心跳感測器每波的偵測速率
IQ: Increased the range of detection for the EDD to 15m. We didn't want to increase too much or else the player would detect too many gadgets at one time, making the situation difficult to read.
BANDIT: Increased damage given by electrified gadgets and reduced visual audio feedback for rival team. Opponents will need to be closer to detect. Increased damage values are not yet final.
- 增加BANDIT的電擊傷害(包括通電鐵絲網,通電加固牆,通電折疊式盾牌)
降低敵隊看到/聽到電流的聲音與藍色火花的明顯程度,對手要更靠近才能察覺到。
(電擊傷害可能會在後續更新進行改動)
Weapons & Gadgets - 武器與裝備
416-C: Increased recoil to be on par with other rifles
416-C: 後座力提升到跟其他步槍一樣
Shooting Mechanics - 武器配件
GRIPS: Reduced recoil reduction bonus - 降低手把後座力減少的幅度
- During Closed Beta, adding a grip to a firearm lowered recoil by 40%. Now it is lowered by only 25%.
原本握把減少40%槍枝後座力,降低為減少25%後座力
LASER SIGHTS: Reduced the accuracy bonus - 降低雷射瞄準器的提升準度
- During Closed Beta, laser sights gave firearms a 40% accuracy bonus, which we've reduced to around 23%.
原本雷瞄提升40%準度,降低到23%
Terrorist Hunt - 獵殺恐怖份子CO-OP
DIFFICULTY LEVEL: We've heightened the challenge for all difficulty levels
難度:提升了每一層難度的挑戰性
- Normal: AI accuracy increased by 40%, damage increased by 5%.
普通難度:AI準度提升40%,傷害輸出提升5%
- Hard: AI accuracy at mid-range increased by about 20%, with quicker reaction times and a damage boost.
困難難度:AI的中距離準度大概提升20%,有著更快的反應時間與傷害輸出
- Realistic: Reaction time even faster. AI accuracy has been further improved based on distance and weapon used.
寫實難度:反應時間更快,AI的準度決定於他們使用的武器與射擊距離
(散彈槍在近距離更暴力/突擊步槍在遠距離更痛更準)
BOMBERS: Several updates to improve gameplay experience with Bombers.
阿拉花瓜炸彈客: 一些更新來提升遊玩性
- Bomber movement outside of buildings has been limited to only one Bomber.
更改至只有一個炸彈客能走出屋外
- The damage curve for Bombers now diminishes the further away the player is from the source of the explosion. Explosions used to maximum damage no matter where you were in the damage radius.
現在炸彈客自爆時,會依照你與炸彈客爆炸位置的遠近來造成傷害,之前是不管你在哪裡只要你在爆炸範圍內都會被秒殺。
- Note: You can also use EMPs to disable the Bomber's explosive device.
備註:你可以使用EMP來干擾炸彈客的自爆裝置。
- Teleport bug fixed.
傳送BUG修復
NITRO CELLS: Damage reduced - 土製炸彈傷害降低
- Reduced damage output of Terrorist Hunt nitro cells.
降低土製炸彈在TH裡面的傷害
- Removed problematic nitro cell placements (couldn't shoot it, find it, otherwise inaccessible, etc).
修正土製炸藥的放置問題與錯誤(不能被摧毀,找到,和其他問題)
Online and Matchmaking - 線上遊戲與配對機制
MATCHMAKING: Multiple long-term improvements
配對系統:長久性改動
- Thanks to all the data gathered during the Closed Beta, we have decided to remove some unnecessary complexities of the underlying matchmaking systems, while preserving our core values of matching players based on (not sorted by priority) their skill, account level, network performance and geographical location. We’re not ready to release the details until a couple more tests have been run, but we’ve seen very significant improvements in matchmaking times.
感謝大家在CB的回饋,我們決定移除一些不必要的複雜配對系統,為了確保我們能夠幫助玩家進行配對,我們會取決於他們的技術/等級/網路速度與地理位置而進行配對變動。
直到測試結果我們才會完整釋出細節更動,但是我們注意到了整體的配對機制還是有進行改善的。
ONLINE MULTIPLAYER: Downtime between rounds reduced by about 30 seconds
線上遊戲: 回合結束的時間間隔降低到30秒左右
- All end-of-round reports (meter and scoreboard) are now removed. Scoreboard can be accessed from the Operator selection screen.
所有回合結束的報告(分數表與計算表)已經被移除了,分數表現在可以在選擇角色的地方查看。
- Best of 5 for unranked matches, 6 rounds + best of 3 overtime for ranked matches.
非排名賽是5回一場,排名賽是6回+3回Overtime (這裡不確定是甚麼意思)
- [Unranked Only] Objective and insertion point voting for ATK and DEF removed, and will be random. The game will communicate the spawn location during the operator loading screen.
[非排名賽限定] - 任務點和進攻點的選擇投票被移除,採用隨機任務點與隨機進攻點。在選擇角色時,會直接通知你的任務點和進攻點的位置。
RANKED: New Details
排名賽: 細節
- Ranked matches have voting on spawn/objective location
排名賽可以進行選擇投票你們要的任務點與進攻點
- Ranked matches do NOT have Death Replays
排名賽沒有死亡重播
- Ranked matches will utilize a minimal HUD setting
排名賽會刪除一些HUD輔助
- No scoring indicators
沒有分數增加提示(例如你看到敵人/擊倒對手/封門,封窗/加固牆壁)
- No grenade indicators
沒有手榴彈落地警示
- No threat indicators
沒有威脅警示(遊戲正常會有白色輪廓告訴你哪邊有槍聲/子彈飛過來)
- No reload indicators
沒有裝子彈提示
- No teammate outline
沒有隊友輪廓
- No kill confirmation marker
沒有擊殺標記
This is just a small sample of what the Ranked gameplay experience will look like. More details to come.
這只是排名賽的一些小改動,未來會有更多變動。
CUSTOM MATCHES: New Details
自訂房間 : 細節
- Custom matches that aren't held on dedicated servers (LAN or peer-to-peer) will be listed in a server browser.
自訂房間不是使用專用伺服器的(LAN或P2P)才會公開顯示
(其實開伺服器的東西我不太懂,由請懂伺服器大大的人來看一下上面那些東西)
VOTE KICK: Now only requires a majority vote to work (ex: if there are 5 players, it requires 3 votes. If there are 3 players, it requires 2).
自訂房間限定 - 投票踢除只要大致上通過就會進行踢除(5玩家3通過/3玩家2通過)
VOIP: Push-to-Talk notifications in game switched from blinking to static when talking.
當你使用按鍵發話時的通知特效會從閃爍燈變成靜止燈
很多遊戲都有的排名賽凍結機制
(結果還是不知道OB甚麼時候開始)