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[PC] 坦克世界讨论贴~~打炮搅基~

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发表于 2011-2-28 14:01 | 显示全部楼层
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发表于 2011-2-28 14:11 | 显示全部楼层
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引用第39楼月迷風影于2011-02-28 13:51发表的  :
有组织联队吗。。野队打的悲催无比
每晚8点我会组织,坦克世界+sc拖拉机群,人数不够时也会去s1拖拉机群拉人



最好是T9+坦克 T8+TD T5+火炮  当然 t1拖拉机也会有1-2个名额
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发表于 2011-2-28 14:25 | 显示全部楼层
这游戏的确不错,我是各种悲剧。。现在M2坦克,随时被秒
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发表于 2011-2-28 16:23 | 显示全部楼层
704颜射秒杀一切活动物体
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发表于 2011-2-28 16:35 | 显示全部楼层
引用第41楼Theseus于2011-02-28 14:11发表的  :
3
每晚8点我会组织,坦克世界+sc拖拉机群,人数不够时也会去s1拖拉机群拉人



.......

这么高级。  这个月才开始玩,4号,三秃子,蟋蟀。。。5级系列
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发表于 2011-2-28 16:37 | 显示全部楼层
MARK 准备加入组织 新人报道[s:150]
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发表于 2011-2-28 16:49 | 显示全部楼层
组织要求太高...
前天才开始玩...现在最高阶的是SPG SU-18
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发表于 2011-2-28 16:53 | 显示全部楼层
没觉得毛子重坦强多少。
我苏联玩到IS-4,美国玩到T32,德国玩到虎王,自己的感觉:
7级T29过于op,IS和老虎基本持平;8级三车基本持平,以后修改了虎王炮盾bug后,虎王将是8级王者;9级T34明显弱势,IS-4和4502基本持平,4502正面和远距离胜出,IS-4侧后和肉搏胜出;10级三车用途不同,也是各有优势。
苏联除了704比较op,还有城管集群比较op,其他的高级车只能说各有优劣。
这个游戏苏德各线各等级总体都比较平衡,美国相对比较弱势,所以制作组很早就表示美国线将要大改,很可能会加入M103和M47/M48作为重坦线和中坦线的顶级车。
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发表于 2011-2-28 17:32 | 显示全部楼层
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发表于 2011-2-28 19:51 | 显示全部楼层
德系弱基本全是那些德粉们吹起来的,不过德系前期4号和3601时确实没KV给力,KV是全游戏最给力的车了
在德粉眼里一辆式坦克可敌10辆T-34,15辆M4A3
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发表于 2011-2-28 22:50 | 显示全部楼层
个人感觉,T20和T23比3002和黑豹爽多了,跑得快就是好[s:150]
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发表于 2011-2-28 22:54 | 显示全部楼层
t23超级赚钱啊  修理费超级便宜 才1w
可惜下个版本要削弱了
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发表于 2011-2-28 23:16 | 显示全部楼层
白板3601泪奔中
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发表于 2011-3-1 00:04 | 显示全部楼层
精英猎虎,精英loli豹,精英212工程
外加t44,is,一辆带人的kv

德系很不错,前提是炮盾bug修正,然后德系的视野是最大的,在集团推进时候十分好用,硬要去单挑我也没辙,毛子坦克经常要硬吃几炮冲上去才能看见人,这游戏本来打的就是配合,偏偏现在小白新人多,都以为只要自己打的准就是无敌的,再牛b的坦克没队友伴随推进那就是个肉啊
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发表于 2011-3-1 07:47 | 显示全部楼层
美系坦克比较悲剧,中坦装甲薄,重坦车身人皆可穿,还好SPG比较令人满意
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发表于 2011-3-1 08:46 | 显示全部楼层
德系不算弱了,只不过是小白德粉把历史上的德国坦克吹的太NB,结果接受不了现实的落差而已。事实上德国的坦克一直很弱势。法国战役的时候用1号2号做主力,被英法坦克虐,还得靠捷克的35t38t救场,巴巴罗萨的时候用3号4号,被毛子的KV、T34虐,还给打出个T34恐慌。后期出了虎豹,毛子也出了JS系列,比起动物园的坑爹产量,JS那性能相当数量还压倒。实际上,即使在西线,虽然美国的谢MM面对虎很无力,但是由于虎那产量太坑爹,整个战线上主要还是靠4号顶。用虎、虎王的王牌很HIGH的打打火机的时候,没人注意四号们被萌军坦克各种虐的
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发表于 2011-3-1 08:51 | 显示全部楼层
前天刚起步,II号薄皮车奋斗中,求幼儿园组团。。这经验和钱慢的。山猫都研发不出来
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发表于 2011-3-1 09:02 | 显示全部楼层
美帝中坦很好用的从m4一路给力到潘兴啊,机动灵活火力和精度都还可以
你说皮薄。。。只不过面对一堆小车很吃亏,面对同级反正都是互相穿
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发表于 2011-3-1 09:53 | 显示全部楼层
美帝从E8到T20落差有点大了,E8是我目前战绩最好的车,67%胜率,那速度那机动那火力……真是神车啊,不愧是Easy 8
T20机动就差多了,虽然极速要高那么点,但是加速和转弯都差很多,而且7级以后M1A2的火力明显不够用,要换M3,可M3和其他两国的同级炮比起来实在是没什么优势。
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发表于 2011-3-1 09:57 | 显示全部楼层
干爹你别改数据了,眼瞅着就上T54
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发表于 2011-3-1 10:18 | 显示全部楼层
315如果保留经验砍掉我就走亲爹中坦路线,半路还能开SU85上TD线。
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发表于 2011-3-1 10:29 | 显示全部楼层
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发表于 2011-3-1 10:40 | 显示全部楼层
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发表于 2011-3-1 10:53 | 显示全部楼层
T54要改车高,其他还不变,不过T54单车也不是那么厉害
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发表于 2011-3-1 11:04 | 显示全部楼层
T54的车高赶上四奸了,远距离相当难打
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发表于 2011-3-1 11:12 | 显示全部楼层
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发表于 2011-3-1 11:18 | 显示全部楼层
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发表于 2011-3-1 11:22 | 显示全部楼层
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发表于 2011-3-1 11:24 | 显示全部楼层
引用第66楼kpf190于2011-03-01 11:18发表的  :
薄皮大馅的1号突击车报道,一上来就走TD路线是不是找死啊。
挺好的,玩了TD才懂地形起伏和断腿的重要,顺便学习下蹲坦克左右后侧掩护的战术。上来玩坦克绝壁变成“猪一样的队友”
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发表于 2011-3-1 11:27 | 显示全部楼层
拖拉机世界以后的大概更新计划
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold

These dates are still considered to be rough, but should give batter understanding of projected time-lines.

ETAs:


Pre-orders launch: February 20-25

Release date: March 10-15. Hardwipe confirmed.

Note! The exact dates will be announced on the websites. ETA's will be updated as we near the respective events.

The exact prices for gold are to be announced. There are some organizational issues that are to be sorted out first.

US server:

set in US dollars

EU server:

set in Euros

1USD=1EUR rate won't be in use, overall prices will be practically the same for both servers.

Note! Available payment systems and other related details are to be announced.

Pre-order packages will be available approx two weeks before the game goes live. All in all there will be 3 options to choose from, each one contains certain amount of gold with discount and a premium vehicle (A-32, Pz. V/IV, M6A2E1).

Pre-order stuff can be added to existing account.

2. Release Version and the Upcoming Major Update

Projected release version - v.0.6.3.x. It will be based on v.0.6.3.7 and contain 1 pre-order tank M6A2E1 that is currently missing.

Major update v.0.6.4 - preliminary patch notes:


New vehicles:
- 3 tier 8 SPGs: Object 261, Geschutzwagen-E, T92.
- 2 premium tanks: Lowe and KV-5.
- 2 tanks from full tress: Pz38 NA, KV-13.

Maps:
- 2 brand new maps.
- Completely redesigned Pagorki map.
- Reworked Komarin map.

New movement system that is supposed to remove about 70-80% of stuck cases.

Fixed hit boxes for several tanks (Maus, Jagdpanther, IS-7).

[Possibly] Reworked gun mantlets for Tiger II, VK4502, Ferdinand, Jagdtiger.

Added gold transfers between clan members.

Reworked detracking system. See new detracking mechanics section.

[Possibly] Reworked special graphic effects that is supposed to fix multiple fps drops.

Reworked the mechanics of credit and gold repair kits, fire extinguishers, first aid kits. Details to be announced.

Added advanced settings for voice chat and reworked some interfaces.

Added mute player function for voice chat.

Added individual adjustments of match-making value for each tank. Tanks of the same tier and type can be assigned with different values.

[Possibly] Added tier for company battle mode with limitations on max vehicle tier and/or overall tier of the company.

[Possibly] Fixed several cases of memory leak.

Reworked outlines of bases to reflect the actual radius more accurately.

Note 1! ETA to be announced.
Note 2! The update comes after the release.
Note 3! US TDs will be added with the update that comes after v.0.6.4.
Note 4! French tanks will be added after US TDs.

3. Visibility and Spotting Mechanics

Visibility and spotting system are being worked on. Below are some details.


Overall performance if the system will be optimized so as to consume less server resources

The rate of visibility checks will see significant increase (approx 3-5 times more frequent)

The number of "hard points" (special spots are verified during visibility checks and located on the vehicles) will be increased several times. That is supposed to make visibility mechanics more accurate and credible when determining sight between tanks.

The number of visibility "sight lines" each vehicle emits is going to be increased several times. Small objects (posts, stones, bushes etc) won't affect visibility mechanics the way they do it now, their influence is to be reduced.

"Camo" or visibility values are going to be reconsidered to reflect actual vehicle size and engine specs. Currently there is some mismatching, especially with German vehicles.

"Post-firing" visibility will be systematized and redesigned according to gun specs

ETA is to be announced.


4. Revision of Tech Trees

Currently we are considering possible revision of existing tech trees. The work is still in progress and there is no ETA for changes to arrive.

US tech tree, to a high extent, can be revised in the light of community feedback here.


5. Match-making System

The way match-making system performs currently is explained here (Dev breakdown with chart) and here (FAQ).

Plans for future:


Overall match-making will be improving steadily, this kind of work goes non-stop

Match-making spread for the majority of the vehicles is not planned to be decreased

Most of improvements will be done by means of changing match-making value ("weight") of the vehicles, that enables us to adjust the probability of getting into battles of a particular tier without changing actual match-making spread

It will be possible to assign unique match-making value to each individual tank (currently assigned according to tier and type, i.e. all tier 8 heavies have the same value)

Several adjustments will be made when tier 8 SPGs (soon) and tier 5 light tanks (not soon) are added

Match-making value for tier 9 medium tanks is to be increased that will bring them in battles of higher tiers

No match-making system for company battles

Company battles are going to be divided into several sub modes: according to overall tier of a company, limited to min/max tier of vehicles in it, faction-based company battles

Most probably overall tier division for companies will correspond to current battle leagues


6. Clan Wars

International clan wars beta will start in a few months after the release.

Non-exhaustive list of features for clan wars currently in development:


New territories on global map.

Special in-game maps for most important historical provinces.

Fog of war in special battles. Neither team is aware of its opponent's roster.

Reconnaissance.

Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.

Call for artillery- and air-strike covering the whole square.

New battle formats. One base per map, bigger teams.

Political features: diplomacy and alliances, super-capitals, revolts.

Volunteers functionality (replacement for mercenaries).

Nomad clans.


7. German Vehicles

Having re-assessed statistics on vehicles performance and following vigorous community feedback, including but not limited to topics here and here, some changes are going to be made to German vehicles.

1. Fixed hit-box for Maus (example)

Fixed issue with lower front hull armor plate and "mudguards" (see "armor-schielding" below)

8 additional armor groups for gun and mantlet that can be assigned with separate parameters.

Added "armor-shielding" mechanics for mantlet and possibly front hull. "Armor-shielding" decreases actual penetration power of the shell, allowing shell to go further with reduced penetration ability.

Reworked mantled to reflect non-homogenous armor, gun hole in the mantlet and areas where mantlet armor overlaps with front turret armor.

ETA - v.0.6.4.x update

Note! Tiger II, VK4502, Ferdinand, Jagdtiger might be reworked in the same way, when the performance of "fixed" Maus is assessed.

2. Reconsidered and systematized visibility values for tanks and especially TDs.

ETA - v.0.6.4.x update

3. Adjustments to max speed values of Tiger and Tiger II are under consideration.


8. SPGs & Balance


Current SPGs mechanics is working as intended. The role artillery carries out in battle coincides with projected designations

No major changes are planned

Implementation of tier 8 SPGs is not going to cause significant rebalancing of lower tier units


9. New Game Modes


Several new game modes are in development

Assault mode - one team is to defend the base, the other one is to capture it

Domination mode - there is one base in the center of the map and both teams are to capture it

Current maps will be reworked and adjusted to suit new game modes

At this time - no ETAs


10. New Detracking Mechanics

The size of front and rear trucks/wheels for each particular vehicle will be specified in %.

I.e. suspension/tracks will consist of 3 major parts:

- front (approx 15-20% of its length)
- middle
- rear (approx 15-20%)

Hits for each part are to be calculated separately:
Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.
The middle part will have more hit points and reduced chance to be damaged.

The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

The image below roughly represents new system.
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发表于 2011-3-1 11:30 | 显示全部楼层
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发表于 2011-3-1 11:31 | 显示全部楼层
战场太小,中型根本没啥迂回好谈的,这游戏就是重坦世界喵///

就和大海战里航母只能勉强和战列舰战一样...
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发表于 2011-3-1 11:32 | 显示全部楼层
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发表于 2011-3-1 11:42 | 显示全部楼层
引用第69楼Theseus于2011-03-01 11:27发表的  :
拖拉机世界以后的大概更新计划
With the release approaching there is an urgent need to make up for a certain information deficiency. This thread is an attempt to cover top 10 most important points, issues, plans.


1. Release: Hardwipe & Prices For Gold
.......
8级SPG的上弹要有多杯具?呼叫炮击空袭还打一整格这是KUSO还是学RO?另外战场按真实比例做就好了,现在这地图实在太小了。CLAN WAR的全球地图,GF会变成平行世界么- -
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发表于 2011-3-1 11:45 | 显示全部楼层
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发表于 2011-3-1 11:49 | 显示全部楼层
引用第72楼xunitt于2011-03-01 11:32发表的  :

感觉就是各种缩啊,冲的快的基本都是死

玩了2个晚上...碰见的散队只有蹲坑的...
昨晚一盘...对面剩下最后一辆70%血中坦...
这边4辆轻坦在一起硬是不敢上去围观...
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发表于 2011-3-1 11:53 | 显示全部楼层
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发表于 2011-3-1 11:55 | 显示全部楼层
有一局也差不多

对面就剩一辆,找了半天发现缩在一个草丛和房子中间
侧面摸上去打了几发伸缩炮
然后对面就是缩死在里面不出来
然后观察了一下,他是卡在房子的边上
半个车身悬空在那里

然后我就很轻易的吃掉了这块肉
从底盘下面打进去我还真是头一次啊
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发表于 2011-3-1 11:57 | 显示全部楼层
引用第74楼tao08ms于2011-03-01 11:45发表的  :
clan war不是只有欧洲地图吗  
6. Clan Wars

International clan wars beta will start in a few months after the release.
国际战队战
Non-exhaustive list of features for clan wars currently in development:
暂时没细节透露

New territories on global map.
全球地图上的新领域
Special in-game maps for most important historical provinces.
重要历史地点有特殊游戏内地图。应该是指全球地图上到这些位置开战会需要载入
Fog of war in special battles. Neither team is aware of its opponent's roster.
战争之物,看不到对面有哪些车
Reconnaissance.
侦查
Engineering structures in controlled provinces: bunkers, automated (bot-guided) weapon emplacements, mine fields etc.
工程建筑,碉堡、自动炮塔、雷区
Call for artillery- and air-strike covering the whole square.
呼叫炮击空袭打一整格
New battle formats. One base per map, bigger teams.
新游戏模式,一个基地,更大的队伍
Political features: diplomacy and alliances, super-capitals, revolts.
政治?外交?联盟?要搞工会了么
Volunteers functionality (replacement for mercenaries).
志愿者?雇佣兵?
Nomad clans.
流浪战队?
反正现在美服也还没更新,一切都是未知
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发表于 2011-3-1 13:53 | 显示全部楼层
求组织群号,野队太坑爹
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