这是尤金老大关于做出今天这些平衡性更新的解释,主要解释了为什么移除永久隐身和伏击系统这两点,我晚上还有些事,如果有谁有爱的话,希望能够帮忙翻译一下,谢谢大家啦
My Dear players,
I've read that some of you are upset about the removal of the perma-stealth and the ambush mechanics. I feel really bad for you guys who like the Cartel and think it'll lose all interest. I also feel bad when you think the game is 'going casual' because of whining noobs.So here's what I think on this matter. And why I decided to change those two things.
1) Perma-Stealth:
Before starting, I’ve read that the hold fire option must be done to prevent the Spectre (and other stealth units) to shoot, in order to maintain their stealth. Note that this feature has already been updated in the game, and it’s automatic. Spectre won’t shoot targets unless they've lost their stealth or you order them to attack a unit.
So regarding the perma-stealth, (I believe from your comments that we are more likely to talk about the Spectre rather than any other units) it’s so powerful that it becomes obvious for all players to forsee counter measures all the time. So all players have to use anti-stealth units all the time. It’s not anymore a tactical choice, it’s an obligation. And this obligation requires attention to these anti-stealth units (i.e. be sure to have plenty of them, micromanage them to keep them safe…).
It’s not really about skill, about strategic creativity, it’s just about constraints. I consider that it is not valuable enough and it brings too much frustration.
Plus, I think removing the perma-stealth doesn’t make the Spectre weaker against good players, because they already were using anti stealth units.
2) Ambush :
The ambush system was based on the relation between the shooter and the target. If the target didn’t see the shooter, the shooter got 50% more damage.
The problem is that it raises the pace of all fights when they start if you have all long range units (50% more damage, so roughly 50% acceleration). As the mechanic was, every side was gaining ambush attacks at the beginning of the combats. So it wasn't really ambushing the enemy, it was more starting up a combat with a 50% bonus at the beginning. This acceleration leads to a more lethal combat. It reduces the falling back opportunity, and viable micromanagement… I thought this gameplay mechanic isn't interesting enough. That’s why I decided to remove it.
Finally, I wanted to tell you that we are looking very carefully to community feedbacks. We are dedicated to our game, we’re playing it a lot and we have high expectation for its quality. I hope the reason of these changes are clearer to all of you and why we are convinced it will improve the game.
Alexis Le DressayEUGEN BIG BOSS
My Dear players,
I've read that some of you are upset about the removal of the perma-stealth and the ambush mechanics. I feel really bad for you guys who like the Cartel and think it'll lose all interest. I also feel bad when you think the game is 'going casual' because of whining noobs.So here's what I think on this matter. And why I decided to change those two things.
1) Perma-Stealth:
Before starting, I’ve read that the hold fire option must be done to prevent the Spectre (and other stealth units) to shoot, in order to maintain their stealth. Note that this feature has already been updated in the game, and it’s automatic. Spectre won’t shoot targets unless they've lost their stealth or you order them to attack a unit.
So regarding the perma-stealth, (I believe from your comments that we are more likely to talk about the Spectre rather than any other units) it’s so powerful that it becomes obvious for all players to forsee counter measures all the time. So all players have to use anti-stealth units all the time. It’s not anymore a tactical choice, it’s an obligation. And this obligation requires attention to these anti-stealth units (i.e. be sure to have plenty of them, micromanage them to keep them safe…).
It’s not really about skill, about strategic creativity, it’s just about constraints. I consider that it is not valuable enough and it brings too much frustration.
Plus, I think removing the perma-stealth doesn’t make the Spectre weaker against good players, because they already were using anti stealth units.
2) Ambush :
The ambush system was based on the relation between the shooter and the target. If the target didn’t see the shooter, the shooter got 50% more damage.
The problem is that it raises the pace of all fights when they start if you have all long range units (50% more damage, so roughly 50% acceleration). As the mechanic was, every side was gaining ambush attacks at the beginning of the combats. So it wasn't really ambushing the enemy, it was more starting up a combat with a 50% bonus at the beginning. This acceleration leads to a more lethal combat. It reduces the falling back opportunity, and viable micromanagement… I thought this gameplay mechanic isn't interesting enough. That’s why I decided to remove it.
Finally, I wanted to tell you that we are looking very carefully to community feedbacks. We are dedicated to our game, we’re playing it a lot and we have high expectation for its quality. I hope the reason of these changes are clearer to all of you and why we are convinced it will improve the game.
Alexis Le DressayEUGEN BIG BOSS