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COC官方最新说明:为什么要对天使进行改版?

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发布时间: 2016-08-25 15:04:10

部落冲突》官方,发布一份全新的说明文档,详细地解说为什么重新设定天使会触发空中陷阱,详细情况如下(中英文对照):

前几天我们公布的即将到来的8月平衡性调整,其中一点,天使再次被修改为触发空中陷阱,引发了很多讨论。

其中,大部分玩家的关注点,在于这个变化会对“女王滑步”和“超级女王”战术造成怎样的影响。所谓“超级女王”,指的就是在对战开始的时候,用至少4个天使来给一个高等级的女王加血。

我们知道玩家都非常喜欢这个战术,有充分理由证明,它已经是当前在游戏中最实用的战术。在这个改版的背后,开发组想进行一些简要的阐述。

一、风险与回报

根据风险与回报原则,天使早已被证实是一个非常难以进行平衡的兵种。

在过去,在天使支援下的地面部队已经变得非常危险,天使会倾向给被孤立的部队加血,或者是闲逛穿过敌方的村庄,并最终被击落。

除此以外,闲逛的天使触发陷阱,将可能被立即“消灭”,对于他们来说风险太高,因此他们的使用率会非常低。

自此以后,我们做出一些改变,尝试降低天使的使用风险,以便获得更多的回报。我们让天使不再触发空中陷阱,之后还改善了天使的AI,使得它们更少出现闲逛的情况,让它们更好地跟随那些需要治疗的部队。

现在, 我们遇到刚好相反的问题:在COC高手操作下,让一群天使躲在女王或者成群巨石投手的背后,在整场对战中幸存下来,并不是什么罕见的事情,天使已经变得太安全。

COC官方最新说明:为什么要对天使进行改版?

二、女王滑步战术的预测

一次操作出色的女王滑步,所带来的威力是难以置信的,即使这仍旧是一种技术型战术,我们并不打算从游戏中移除它。

我们发现由(触发)空中陷阱所带来的额外风险,提供了一些可以评估的东西,用于平衡这种战术所带来的巨大回报。

一次典型的女王滑步,通常只会让天使在村庄地图的一个小型区域内活动。

从我们的实战测试来看,即使防守方将5个搜空地雷都放在村庄靠外的位置,进攻方很好地进行了一次女王滑步,也很少会了出现多于1个天使被击落。

对于进攻方来说,为了完成一次常规的女王滑步,多增加一只额外的天使,也许是个不错的主意,我们发现这个战术依然非常高效。

增加天鹰火炮激活所需人口限制,其实是进一步对11本女王滑步战术提供支持。如果我们发现这个战术被过度惩罚(削弱),我们将会进行更深入的平衡性调整。

COC官方最新说明:为什么要对天使进行改版?

三、巨石投手战术的预测

我们的实战测试已经预示,稍后在对战中将会看到更大型的变化,比如蓝胖海进攻战术。

这种战术在完全摧毁一个全满11本阵型之后,还有100+人口空间的部队(包括天使),因为没有受伤且幸存下来。

由于造成了这种不寻常(不合理)的结果,所以我们不得不做出一些改变,以求达到风险与回报的平衡。

作为如此施法距离如此远的部队,之前我们并没有为躲在别人背后的天使,带来足够的威胁。

要想获得更有效果的进攻,天使就会遇到更多的空中陷阱,这是将防守方的综合实力,再次推回到原本应该有位置,这就是关于风险与回报的平衡性调整。

我们已经看到,执行得更出色的蓝胖进攻,仍旧可以有很好的表现,即使人们对天使进行了调整。

最后,非常感谢大家,对即使到来的平衡性调整提出的所有反馈和意见!我们期待即将上线的平衡性调整补丁,看看玩家是如何调整他们的配置和阵型。

在接下来的日子,我们将会继续监控着游戏,并做得各种调整,使得游戏更加多样化和更加平衡。

英语原文:

There's been a lot of discussion about the recently announced change to make Healers once again trigger air traps. There are concerns especially regarding how it might affect the "Queen walk" or "Super Queen" strategy, where an attack begins with a high level Archer Queen flanked by at least four Healers.

We understand that players are very passionate about this strategy, and with good reason, as it is currently one of the most effective in the game! Here is some more insight into the development team's rationale behind the change.

Risk versus Reward

Healers have long been a difficult unit to balance in terms of risk versus reward.

In the past, ground armies reliant on Healer support were far too risky. Healers were prone to getting fixated on isolated troops, or wandering needlessly across the enemy Village and getting shot down. To top it off, wandering Healers triggered air traps, which could spell instant doom. They were far too risky, and thus their usage was extremely low!

Since that time, we've made several changes to try to make Healer usage less risky and more rewarding. We made Healers not trigger traps, and later did several improvements to Healer AI to make her less prone to wandering and better at sticking to the troops that need her.

Now, we find ourselves with the opposite problem. In the hands of a skilled attacker, it is not uncommon for a group of Healers to survive the entire battle, hidden behind the Archer Queen and groups of Bowlers. Healers have become far too safe!

Queen walking forecast

A well executed Queen walk is incredibly powerful, though it is still a strategy of skill that we have no intention of removing from the game. We find that the extra risk of air traps provides a measured balance to the powerful rewards of this strategy.

A typical Queen walk generally exposes Healers to a very small area of the Village. Even if a defender places all 5 Seeking Air Mines around the outside of their Village, our playtesting has shown that it is very uncommon for more than one Healer to be shot down during a well executed Queen walk. It might be a good idea for attackers that rely on a solid Queen walk to deploy an extra Healer "just in case," but we find the strategy still highly effective.

The increase in the Eagle Artillery activation limit further supports this strategy for TH11 Queen walkers, and we will do further balancing if we find that this strategy has become unduly punished.

Bowling forecast

Our playtesting has shown that bigger changes will be seen later in the battle, such as during the heart of a mass-Bowler attack. These are attacks that can leave 100+ housing space worth of troops (including all of the Healers) still intact even after fully demolishing a maxed out TH11 Village. The main reason for this unusual effectiveness has to do with risk versus reward. There is a lack of ample threats posed to back-line Healers propping up such long-range armies.

With air traps in play, however, the more effective the attack, the more air traps Healers will encounter, thus providing a natural defensive "push back." Again, it's all about balancing risk and reward, and we've seen that well executed Bowler attacks can still perform quite well even after these Healer changes.

Thank you for all of your feedback and concern about the upcoming balancing changes. We look forward to getting the balancing patch live and seeing how players adapt their armies and defensive layouts. As always, we'll be continuing to monitor the game and making adjustments to keep Clash varied and balanced in the future.

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