罢了,我先开工了~~翻译员总是在他们该出现的时候不出现~~~要求加薪~~~~
Q:
虫族单位和建筑的生命回复速度和
星际1中相同么(当然,除了那个恢复速度超变态的强哥)?
A:我没有太关心这个部分,因为太难测定了,但是我基本可以确定,恢复速度和星际1相同
Q:请推测一下劫掠着的数据,以及他的减速效果,他能不能替代护士建立新的M&M组合?
A:恩,很明显,这家伙可不会治疗.我估计他有100HP,和鬼子兵相同.花费75水晶/25气矿(不100%确定)而且有80HP(译者:你说的是人话不?还带前后矛盾的?).每次伤害6(和机枪兵一样)而且对装甲单位造成4点额外伤害.和机枪兵一样6点射程.配合机枪兵这家伙将相当有效,但是由于其高昂的费用,他不适合单练~~
Q:战列舰到底有多强或者有多渣?他在后期战场或者游戏全程表现如何?在战斗中的定位和星际1有什么不同么?等离子鱼雷好用么?
A:等离子鱼雷群殴一大群单位的时候非常有效,当然前提是他们不动.虽然强大,但是等离子鱼雷还是可以躲开的.大和炮我没用过.现在战列舰一艘两艘的效果比过去一队的效果还好.现在一两艘战列舰就能改变战局,但是星际1里面只有整对的战列舰才有用
Q:你用神族的传送了么?
A:传送看似迅速,但是在用来偷袭时还是太慢.我曾经尝试传送一个DT进去结果还没出来就报销了.而且WarpGate冷却太长,除非你极为擅长把建造时间掌握到极好的程度,否则还是不太值
不过话说回来了,相位棱镜不错,这东西对我把光子炮挪到前线非常有用,这招对进攻的辅助效果不错
Q:记得一些有趣的战术么?
A:恩,我试过用12个Stalker,15-20个Zealot,2个WarpRay和5个多点的Nullifier干掉了一支人族部队,他们躲在补给站和地堡的后面,我就用反重力把他的地堡吹上了天,然后冲进去干掉了坦克和其他东西,并且在地堡和补给站落回地面之前把这些地堡也杀光光~~~~
另外一场打了3v3,对
Karune我用了12个女妖配合盟友。我们在先损失掉一名队友的情况下干掉了对手。另外一场战斗中我试验了暗黑圣堂的偷袭,不过karune早有准备,结果我就败了。
下面是雪夜血翻译的:
Q:神族攀科技建造母舰有多少效果?例如:隐匿(Cloak)的用处,行星毁灭(Planet cracker)是否可以造成很强力的伤害,或者依然很弱?还有,在新的Zerg的预告片里,皇后(Queen)有什么新技能和通道?或者只是一个单独单位?
A: 母舰非常强大,但我需要确定是不是每个玩家只能造一艘,还是多艘母舰。我看到一个玩家造了3~4艘母舰,但是也有可能是其他玩家的母舰。当我造了一艘后按钮就变灰了,所以我不确定。
母舰有强大的技能,包括虚空(VOID),就是原来的“黑洞”能力。施放技能时,5秒以后会开始毁坏范围内一切单位,空军或者陆军。
隐匿(Cloak)是一个非常贵的升级,我没有选择用它因为我觉得它太贵了。然而,我后来试了下,范围很大。它比Arbiter仲裁者的范围大得多。
行星毁灭(Planet Cracker)不是很差……但是也没有什么惊人的。它造成了破坏,但是看上去没有显著增强过能力。
Q:Roach是近战还是远程?很多图片里,绿色的云雾都在他们之间或者后面,但是后来的几张图片里他们变成了用叶片攻击对方。
A:Roach是远程攻击,但是刺蛇的攻击比它要高的多。
Q:Stalker可以从作用上替代Dragoon而不只是在对方基地进行些许骚扰吗?
A:是的,Stalker是Dragoon很好的替代品
Q:你利用Stalker进行过跳跃来骚扰对方基地吗?怎么办到的?
A:是,我用闪烁(blink)来骚扰过一组矿区。她非常非常有用。敌人的反应时间必须很快,很多时候他们反应过来时,采矿的已经死了。
Q:玩家们用了很多新的跨越地形的技能来骚扰吗?被这样骚扰时感觉如何,反之亦然?
A:事实上,很多地方,在于我们不熟悉游戏,许多人还是选择那些传统技巧。
Q:空降很常用吗?还有Zerg有运输机吗?(例:空投攻城坦克)
A:Zerg目前没有运输机,只有虫蛹隧道(Nydus Worm),但是这个技能很有潜力。【像Generals里的GLA……嘎】
Q:玩家们尝试过把Queen作为目标吗?有没有用传送技能包围Queen然后迅速用像Colossus(巨像)那样的单位杀死她?
A:是的,Queen是众矢之地,但是她没有强大到可以保证完全经受住一次特地为她准备的火力攻击。
Q:游戏像一开始那样的速度运行吗?
A:无论是不是最快速度,整个游戏进程都是难以置信的快。科技很快,主要因为是开始就有6个Probe。总之,游戏节奏更快了。甚至单位的移动也快了。
Q:卡通般的贴图不会再出现了吧?
A:贴图对我来说不卡通,新的贴图看上去很棒。
Q:你玩了多少次?
A:我们差不多一共玩了4小时。几乎一个小时是在游戏的不同种族里鬼混,另外一个半小时只是用不同的种族玩游戏,然后才是开始一场2V2
比赛。
不带这样的~~~还是我来啊?
lilong5811继续开工:
Q:你能用到曾经出现的单位和建筑比如老版本的Colossus么?你觉得新的好用还是旧的好用?
A:我们用的单位和建筑都是最新的,Colossus有新的攻击方式,但是我得说新的攻击比过去的更具毁灭性,四个或者更多的Colossus将能挡住一切地面部队,坦克也许也能这么干,但我还不太确定.
Q:Zerg前期是不是特别怕被rush,比如9XX的rush?
A:没错。对于Zerg来说,只用小狗来防止对手的Rush比起SC1来说难得太多了。Swarm Clutches的效用和1代的炮台差不多,但是它实在是不够结实,没办法阻止早期对手的Rush。小强对付叉子倒是很有效,因为它的生命恢复速度很快,叉子单挑根本就没办法对小强造成实质性伤害.
Q:Thor用了没?效果如何?
A:对空超牛,对地超垃圾!另外他个头超大走路还挺快!
接下来是关于部队集结点的东西,说实话,看不太懂,但是前两天的新闻已经说的很清楚了,大家可以自己去看看
Q:来点不是虫族的单位的消息吧,比如劫掠者,不朽者,新雷神,豺狼~~~
A:劫掠者是每次攻击让一个单位停顿,就像用霰弹枪轰人玩~~~目标被击中后会暂时停顿然后恢复正常速度,如果你操作够好,可以定住一大片部队
不朽者是渣!!!伤害也就20多(实在记不清楚了,护甲加成就更忘了)和Stalker差不多,完全靠坚毅护盾吃饭的家伙
我没怎么留意Thor的对空伤害,他血量300,但是他的对空火炮确实很猛。只需数炮就能轰杀一组飞龙,清场效率比SC1的精神风暴还要高。
豺狼对付密集排列的地面单位极其有效,只是他的单发攻击力并不算高。这玩意的威力好像是10+5vsArmor。(不100%确定)
女妖是另外一个改动较大的单位,没有了AOE伤害,但是伤害输出极高,个人估计伤害值在30上下,摧毁地面单位还是拆房子都很有效率。然而,他们只有150左右的HP,并且很容易被一组Stalker的瞬移集射报销,主要是因为她们对正下方的单位没什么办法
Q:地道虫移动的时候是隐形的吗?
A:没错,除非你有反隐手段,否则你永远都不知道地道虫在何处。这点上确实有点过分强大了
Q:什么技能是天生的?什么技能需要研究?虫后和感染者等的技能如何?
A:虫后必须到二级基地才能建造Shrieker和使用Swarm(译者注:估计是建筑物具有攻击力的那个,荧火,恩,荧火)
Infestor的Dark Swarm是天生技能,其他都必须研究
Q:Zerg每个单位升级都花多少钱?
A:虫族新的升级系统貌似都是花费100水晶100气,比如小狗的升级
(译者注:现在的虫族升级是每个兵种的单独升级,详情看下文)
Q:医疗运输机是治疗飞机上的单位还是跟一般护士一样治疗附近的单位?
A:能否医疗飞机上的人我不确定,但是它确实治疗它附近的单位
Q:Zerg的单位价格都多少?
A:蟑螂和原来的刺蛇花费相同,老单位基本没变化,自暴虫需要再花75水晶(译者注:还要额外多花0.5人口,这回还有人说它变态么?)大象花费200/200
Q:虫后的技能怎么算?她制造的建筑屋耗费什么?能量还是资源?
A:大部分技能都是有冷却时间的,除了小部分耗费能量.让建筑出现荧火的能力需要75MP.地毯30矿,塔75矿,炮塔忘了.建筑物15秒冷却,但是可以按shift插多个
Q:刺蛇还能进化成潜伏者(地刺)吗?刺蛇现在是T3,那么地刺是T4单位?
A:差不多,地刺进化的科技必须先研究完,才能进化。我不是很喜欢新的Zerg的升级方式,现在每个虫族单位都有独立的科技等级。以前的升级是按装备类型区分,比如Zerg的近战,远程和护甲。而
星际2里面,虫族是按单位类型来升级的。所以你就有了 LV1,LV2,LV3的小狗。LV1提速,LV2 2攻/1防 LV3 1攻/2防。Overload则是LV1提速,1防御,LV2,3还是加防。
Q:虫后咋升级?
A:把基地升级之后再花钱进化,如果虫后挂了,必须再造一只重新进化~~
Q:不同的建筑被感染会有不同效果吗?Protoss的建筑被感染会发生啥?可行否?
A:Protoss建筑可以感染,但是感染单位的模型可能还没做好。所以感染的Protoss建筑目前只出感染版的机枪兵

估计这个技能还是概念技能,完成度很低.
Q:Zerg建筑被感染了会怎样?Zerg空军单位被堕落会怎样?
A:恩,啊,哈,好问题,这个,恩......我不知道,因为我没试~~~~~~~~
Q:兵种造型看起来怎么样?旧单位的兵种肖像还是原来那些么?他们的声音变了吗?比如从Adun到Tassadar之类的变化?
A:Thor的声音太像州长了(当然是加州那位)~~搞笑死了~~老单位的声音基本还是那些动静~没啥变化
Q:刺蛇是否未完工?
官网里没见它们对空?是不是撤了?
A:刺蛇完成度很高,还能对空对地,我对它的动画没啥兴趣~~
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翻译部分版权归lilong5811&雪夜血所有,转载请注明作者和出处
英文原文地址:
http://www.starcraft2forum.org/index.php?option=com_content&task=view&id=100&Itemid=60
原文如下:
| Written by Joneagle_X |
| Mar 14, 2008 at 04:40 AM |

We had some incredibly good questions asked in our forum threads responding to the test of Starcraft 2 that I did in California, so I decided to make a news post about some of the updates that have surfaced because of the articles I posted and questions that users asked. So first, let's start with an Easter Egg one of our members found:
Introducing the Zerg Overseer:

Not the best pictures, but you get the idea. Thanks to burkid for the find!
Please click below to read the questions (and their answers) submitted by our users!
(13) Discuss this Story
Here are questions (and answers) asked by users about the game!!
Q: The Zerg unit and building regeneration (secluding the Roach), was it the same as in SC1?
A: I didn't really sufficiently explore this part of the Zerg as it was tough to determine. However the regeneration rate does not stand out in my mind, so I would assume the rate is about the same as it was in SC1.
Q: Please estimate the Marauder's stats, and it's slowing attack. Is it capable of replacing the Medic as the second M in M&M?
A: Well, obviously, it doesn't heal. I believe it had around 100 HP, or the same as the Ghost. It costs around 75/25 (not 100% on this) and has 80 HP (THIS IS CONFIRMED AT 80 HP). It does 6 dmg (same as Marine) and does +4 bonus versus armored units. It also has a range of 6 (same as Marine). However, when combined with Marines this unit is absolutely deadly effective. Solo it isn't as destructive because of its relatively high cost.
Q: How useful/devastating can a BC be, considering it's late game and all? Is it as unusual to see one on the field of battle as it was in SC1? Plasma torpedoes, effective?
A: The plasma torpedoes are VERY effective against groups of units if they don't move, but it is possible to avoid it. I did not try using Yamato. However, the BC is now useful in ones and twos rather than just large groups. One or two Battlecruisers can change a battle whereas in SC1 they were only really effective in large groups.
Q: Did you use warp in?
A: Yes. While units warp in somewhat quickly, I still thought it was a bit slow for it to be practical in use for surprise attacks. I attempted to warp in Dark Templar into an enemy base, and my attempt failed. It was just a bit too slow. Also, the cooldown time at your WarpGate is VERY LONG so unless you're really good at maximizing your build time, it's not entirely worth it.
However, the Phase Prism is very useful. I found it very effective to transform my cannons into plasma form and move them up into offensive positions. This tactic was extremely useful in supporting offensive operations.
Q: Any fun scenarios you remember?
A: Ummm.... I used a large group of about 12 stalkers, 15-20 Zealots, 2 WarpRays and 5 or so Nullifiers to entirely wipe out a Terran army. They were walled in behind supply depots and bunkers. So I anti-gravitied a supply depot and three bunkers, rushed in, killed the tanks and other units, then killed the supply depots and bunkers as they returned to earth. Deadly effective.
In another scenario a teammate in a 3v3 (versus Karune) used 12 or so Banshees to effectively fend off a 3 player combined army. We were 2v3 because we lost a partner early and it was basically a matter of time. But he did rather well and finished off one opponent. I also managed to severely cripple the other Terran player with my DTs sneaking in to his mineral line, but Karune was built up enough, and we were significantly weakened. So Karune ended up taking the field.
Q:How effective is it to tech up to build a mothersip as the protoss at this stage? For example: is the cloak usefull, and has the planet cracker the strength to do decent damage, or is it still weak? Also, what is that ability or channeling thing that the Queen has in the newest zerg trailer? Or is that just a unit stance?
A: The Mothership is very powerful, but I have yet to confirm whether you can build one per player, or multiple Motherships. I saw one player build 3-4 during one game, but its possible that those were other players' Motherships. When I built one, it grayed out once I had one, so I'm unsure.
The Mothership has very strong abilities, including Void, which is basically its old Black Hole ability. It is casted, and then 5 seconds later begins to destroy everything within range, air or ground.
The Cloak is a rather expensive upgrade and I did not opt to use it because I felt it was too expensive. However, I tested it later and it has a nice large area of effect. It cloaks a much larger area than the Arbiter used to.
The Planet Cracker wasn't too bad... but neither was it amazing. It certainly does damage but it doesn't look like they've increased its strength significantly.
Q: Do Roaches melee or range? In most pics of them, theres been a cloud of green spit between them and whatever they're after, but then in several pictures it looks like they're slashing at them with their blades.
A: The Roaches definitely have a ranged attack, but Hydralisks are superior in strength.
Q: Do Stalkers practically measure up to the Dragoon but in a slightly less 'in your face' manor?
A: Yes, the Stalkers are worthy replacements of the Dragoon.
Q: Did you get to raid a base by 'cliff jumping' with the Stalker, how did this work out?
A: Yes, I did use blink to raid a couple mineral lines. It is very, very effective. The response time of the enemy is drastically reduced and often by the time they react their miners are already dead.
Q: Did players use a lot of raiding tactics with the new 'cliff jump'' mechanic, how did it feel to be raided like this, vice versa?
A: Actually, for the most part, mostly because we were unfamiliar with the game, most opted to use traditional tactics.
Q: Are drops commonly used, and does Zerg have an air transporter? (e.g. Siege Tank drop)
A: The Zerg currently do NOT have an air transporter, just the Nydus Worm, but that is very potent.
Q: Did players tend to target the Queen? Would it be a viable tactic to directly use warp-in so units can engage a Queen and kill her quickly using units like Colossus?
A: Yes, the Queen was targeted, but she isn't strong enough to warrant a special all-out attack just to kill her specifically.
Q: Does it flow like the first?
A: Despite being "fastest" the game progresses incredibly fast. Tech is very quick, mostly because you already start with 6 probes. Overall the game is much faster paced. Even the units move more quickly.
Q: Are the cartoony graphics not an issue while playing it?
A: The graphics didn't seem cartoony to me at all in gameplay, the new graphics looked great.
Q: How many games did you play?
A: We played for around 4 hours total. About an hour of that was just screwing around with the races, another hour and a half was playing just pickup games as different races, and then the remaining time was spent in a 2v2 tournament.
Q: Did you get to try previous stats and builds of units, e.g. the focused beam Colossus. If so or not, in your honest opinion which did you like better, and which worked better?
A: We only got to try the latest build, which had the Colossus' new attack. But I can tell you that this attack is MUCH more devastating than the old. Four or more Colossus together are unstoppable by any ground force that I tried. The Seige Tank might do the job, but I'm unsure of that.
Q: Are Zerg very vulnrable early game if they get rushed with 9+ Zealots?
A: Yes. It is much more difficult to stop Zealots with Zerglings at this time than it was in SC1. Swarm Clutches definitely help in the same capacity that the Sunken used to, but again it's tough early game for the Zerg. Roaches are very effective against Zealots, however, because of their high regen rate. A single Zealot will do hardly any damage to a Roach 1 on 1.
Q: Did you use the Thor, if so was it really that effective?
A: The Thor is VERY effective against air units. It is unimpressive against ground units. It also moves rather quickly for its size.
Q: How is the -endless- unit selection working out? Does it give you some more advantages as a zerg player with their big unit masses, and what are your thoughts on that possibly being imbalanced? Also, do the nydus worms have rally points now? That would be really handy.
A: MBS is very interesting, but at this time I think it affects the 3 races drastically differently. I think it favors the Protoss very heavily because they are reliant on a number of Gateways to produce their units whereas before you had to individually click, now you can produce any number of units at once.
The Terran are quite different because they have the Reactor which doubles a building's production. So really the Terran have LESS production buildings than before and so the MBS isn't as much of an advantage.
In last place on the MBS front is the Zerg. They already had MBS in that they could select all their larvae at once. While its a bit easier now, it's just a different way of doing things.
Also, the unlimited unit selection is rather nice. Units move in a fluid way even when you select a bunch of different types of units. There's no real confusion, it's just different. I think it's a great characteristic of the game, but it does diminish the need for hotkeying your forces. However, in order to effectively use the different units in your army, you will still need to hotkey.
Q: Please tell us all non-zerg unit stats that you recall. For instance, all Marauder stats and cost you remember. How much does an Immortal damage? The new Thor? Jackal? Etc...
A: The Marauder slows enemy units to a stop every time it hits it. It's like you're hitting them with a shotgun. They stop for a moment, then proceed at normal speed. But when you spraying the enemy ranks with these shots, it will slow a large group of units very nicely.
The Immortals are very costly for the service they provide. They do around 20 damage if I'm not mistaken (I didn't specifically write all the damages of all the units out, and bonuses are very hard to track), which is the same as the Stalker. So its shields are its primary asset.The Thor I am very unsure of, but I know it has 300 HP. It doesn't significant damage to air units, much in the same way a WWII flak cannon does damage. The attack is very effective against groups of Mutalisks and is much more damaging to them, specifically, than psi storm ever was. My group of mutas was absolutely demolished by two or three shots from one Thor.
The Jackal is very effective against large groups of units, but once against its attack isn't very strong. I believe it does 10 damage (again I'm not 100% on this number), so its not especially damaging to individual units. It has a bonus of +5 against armor as I remember.
The Banshee is another unit that has changed a lot. It no longer does AoE damage, but it is nevertheless extremely effective. I never used the unit as Terran so I'm unsure of the exact damage amount, but I would guess it does around 30 damage. It absolutely destroys ground units of all types and is very effective against buildings as well. I'm unsure how well they do against Cannons and base defenses, however. Stalkers are a good counter because they can blink under the Banshee and the Banshees seem to have trouble shooting units directly underneath them. Also, they have a relatively low HP of about 150 (This is an estimate again).
Q: I just have one quick question regarding nydus worms: since they are a cloaked unit while moving around I was wondering if they blur the ground that they are passing over liked normal cloaked units, or if the only way to detect them is by some for of detection?
A: No, you cannot even tell the Nydus Worm is there unless you have a detector. It's a bit overpowered right now.
Q: What abilities are natural and what have to be researched? --What abilities do casters like the Queen and Infestor have when the units are freshly unlocked? As opposed to ones where you have to research the ability to unlock them.
A: The Queen automatically has the ability to build the Swarm Clusters and Creep Tumors, but you must have the lair and she must be a Large Queen in order to build Shriekers and cast the "Swarm" ability.
The Infestor can cast Dark Swarm right out of the gate, but all its other abilities like Infest must be researched.
Q: How much will the upgrading will generally cost for each unit?
A: The upgrades in the new Zerg system cost roughly the same. The level 1 Zerg upgrade (researched at spawn pool, no evo chamber required) costs 100/100.
Q: Does the Medivac Dropship heal units while they're being transported? Can it heal them at range like a normal Medic?
A: I'm not sure if it heals while transporting wounded units, but I think it does. And yes it heals units at range.
Q: Can you give us ballpark cost estimates for the new Zerg units?
A: The Roach costs about the same as a Hydralisk and most units that aren't new cost about the same. The Baneling morph is already known, it's about another 75 minerals. I believe the Ultralisk is 200/200
Q: How were the Queen's abilities managed? How much did her structures cost? Did you pay in energy or resources?
A: The Queen's abilities were mostly based on cooldown although one was based on mana. The building swarming ability costs 75 mana. The construction of buildings varies between 30 minerals (creep tumor) and 75 minerals (sunken thing) and has a 15 second cooldown. But you can just queue them up and she'll build as many in a row as you want.
Q: Did the Lurker still morph from the Hydralisk? You said the Hydralisk Den was Tier 3... which would make the Lurker, tier 4?
A: Yes, the lurker morphed from the Hydralisk. The upgrade to be able to do so was a researched upgrade but I did not mention the Zerg's new upgrade system in my article. Each unit has a "level up" system of upgrades. So instead of upgrading all melee or all ranged attacks, now you upgrade individual units. So you can have level 1, 2, or 3 zerglings. At level 1 they get speed, 2 they get attack and armor and increased attack rate, etc... So it has revolutionized the way the Zerg upgrade.
Q: Can you elaborate on how upgrading the Queen works?
A: The Queen is upgraded similarly to a Lurker. You just "grow" her to the next level whenever you have the appropriate tech and resources. However, if she is killed you will need to generate a new Queen that will be back at level 1.
Q: Do buildings do different things when infested? What do infested Protoss buildings do? Is it reversible?
A: The Protoss buildings CAN be infested, but right now no Protoss infested units have been completed. So right now Protoss infested buildings produce Infested Terrans. The ability is not reversible.
Q: Can Zerg buildings be infested? Can Zerg air units be corrupted? (Is it ugly? It's ugly, isn't it?)
A: Actually, that's a very interesting question, and one I don't have the answer to as I didn't try it.
Q: So how do they look like? Are the portraits of old units similar to what they've been? Are there alot of changes to voices/lines or more things like changing Adun to Tassadar etc?
A: The Thor sounds like Schwarzenegger, which is REALLY funny... but otherwise a lot of the old unit sounds are still being used as well as portraits. If I remember more I'll try to mention them.
Q: Is Hydralisk really that incomplete? On the main sc2 site it doesn't have animation indicating hitting an air target, was it noticable in the build you've played?
A: The Hydralisk was fully playable and targeted ground and air units. I'm not a big fan of its animation ATM because it looks like its swimming.
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本帖最后由 lilong5811 于 2008-3-15 14:07 编辑 ]