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人間地獄開發(fā)日志#111(熟肉)

2021-01-31 15:43 作者:六六玖六  | 我要投稿

Hey everyone,
大家好


Welcome to Dev Brief #111!
歡迎閱讀開發(fā)簡報(bào)111號


This week we're previewing the MG34 and explaining how it'll fit into the German Machine Gunner's roster!
這周我們將一起看一下MG34,并解釋它將如何融入德國機(jī)槍手的陣容!


The team also have an update on where we're at in regards to tackling the current VOIP issues in-game.
我們的團(tuán)隊(duì)也有一個(gè)更新用來解決我們在當(dāng)前語音問題方面的游戲。


Oh and before we get stuck in, you'll also notice that the map we're showing you the MG34 on isn't from the Western Front...
哦,在我們開始之前,你還會注意到我們給你看的MG34地圖不是西線的…


The MG34


The MG34 will be coming to Hell Let Loose in Update 9 for the German Machine Gunner role.

在人間地獄第九次更新的時(shí)候德國機(jī)槍手角色可以使用MG34。


A key aspect when introducing new weapons to Hell Let Loose is considering the difference this weapon will make to the battlefield, and how it will be meaningfully different to whatever is currently available. This is often based on the historical usage of the weapon, technical difficulty in achieving a significant difference (i.e. if the functionality is not something that exists elsewhere in the game and must be custom built) and then lots of testing and feedback with the community.
在引入新武器到游戲中時(shí),一個(gè)關(guān)鍵的方面是考慮這種武器對戰(zhàn)場的影響,以及它與現(xiàn)有武器有何不同。這通常是基于武器的歷史實(shí)際使用情況來確定這種差異的使用難度,以及通過社區(qū)的大量測試和反饋。


The issue with having a very low time-to-kill within a game like Hell Let Loose is that bullet damage values more or less stay consistent from weapon to weapon - with the largest factors being reticle shape, recoil strength, recoil pattern, ammo counts and loadout availability.
在像《HELL LET LOOSE》這樣的硬核游戲中殺死一名玩家可以非常快,子彈傷害值在不同武器之間或多或少沒什么區(qū)別——最大的不同是機(jī)瞄形狀、后座力、后座力模式、彈藥數(shù)量和攜帶彈藥總數(shù)。

As a result of this, we’ve designed the MG34 to possess its real life rate of fire (while fast, noticeably slower than the MG42), and also a slightly lower recoil value - enabling greater precision and control. In addition to this, it has a smaller belt size, but a number of belts that matches the ammunition count on the MG42.
因此,我們設(shè)計(jì)了MG34,使其擁有真實(shí)的射速(雖然快,但明顯比MG42慢),并且后坐力值比MG42稍低,從而實(shí)現(xiàn)更高的精度和更好的控制。除此之外,它的彈鼓尺寸更小,但彈鼓與MG42上的彈藥數(shù)相同。


While the MG42 is used for pouring huge amounts of lead down range into an enormous “beating zone” (which is what ultimately made it such a unique and fierce weapon) with a large belt size, the MG34 is for more considered and focused fire at the sacrifice of overwhelming fire.
MG42是用來將大量的子彈傾瀉到一個(gè)巨大的“打擊區(qū)”(這最終使它成為如此獨(dú)特和猛烈的武器),而MG34則是用來在犧牲壓倒性火力的情況下進(jìn)行更多的精確和聚焦火力。

When looking at the spectrum of weapons available to the German forces during WW2, the MG34 was the backbone of the army for the entire duration of the war before being challenged by the MG42 in the later years. As such, we feel that it is appropriate to replace the MG42 with the MG34 as the Standard Issue loadout for the German Machine Gunner role. Fear not though, as the MG42 will be available as the first unlock for the role at level 3.
在第二次世界大戰(zhàn)期間,在MG42的裝備之前,MG34在整個(gè)戰(zhàn)爭期間都是德國軍隊(duì)的支柱。因此,我們認(rèn)為用MG34取代MG42作為德國機(jī)槍手的標(biāo)準(zhǔn)裝備是合適的。不要害怕,MG42將會作為機(jī)槍手在3級時(shí)解鎖的裝備。


We also want to note that while we won’t ship the MG34 with a select fire mode, we’ve revisited select fire mode functionality and will be looking at introducing it in the future for all weapons with the setting available.
我們還想指出的是,雖然我們不會在MG34上提供一個(gè)選擇射擊模式(快慢機(jī)),但我們已經(jīng)重新考慮了選擇射擊模式的功能,并將考慮在未來的所有武器上引入這個(gè)設(shè)置。


We’re excited to show off the distinct characteristics of the weapon’s fire sound and functionality below in one of our coming Eastern Front maps! Please be aware that both the texture quality of the MG34, the casing fx, as well as the map are still work in progress with more to be done!
我們很高興能在即將到來的東線地圖上展示武器的聲音和功能的不同特征! 請注意,MG34的紋理質(zhì)量、外殼材質(zhì)以及貼圖都還在改進(jìn)中,還有更多的工作要做!




VOIP/Vivox

語音崩潰問題
We want to quickly follow up with the VOIP issues some are still experiencing in game. We are in conversations with our VOIP provider Vivox to resolve this issue as soon as possible. Several fixes have already been made but we want to make sure any final aspects are resolved.
我們想盡快跟進(jìn)一些游戲中仍然存在的語音問題。我們正在與我們的語音提供商VIVOX溝通,以盡快解決這個(gè)問題。已經(jīng)做了一些修復(fù),但我們想確保任何最終的方面都得到解決。


If you do experience VOIP loss, please let us know in the #voip_troubleshooting channel in our official Discord. Some players are managing to reconnect to VOIP by disconnecting and reconnecting their mic/headset. Let us know if this works for you.
如果您確實(shí)經(jīng)歷了語音系統(tǒng)崩潰,請?jiān)谖覀兊墓俜紻ISCORD中的#VOIP_TROUBLESHOOTING頻道告訴我們。一些玩家通過斷開和重新連接他們的麥克風(fēng)/耳機(jī)來重新連接語音。希望對你們有幫助。


Once again, thank you all for your patience and support whilst we investigate this frustrating issue.
再次感謝大家的耐心和支持,同時(shí)我們調(diào)查這個(gè)令人沮喪的問題。


That wraps up this week's Dev Brief!
這就是本次開發(fā)日志的全部內(nèi)容


We've got lots more to share in the coming weeks, including an updated Roadmap and a community video Q&A so watch this space!
我們將在未來幾周分享更多內(nèi)容,包括更新的路線圖和社區(qū)視頻問答,所以請關(guān)注這個(gè)空間!


Have a great weekend everyone.
大家這周末快樂


We'll see you on the frontline.

我們前線見


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