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钢铁雄心4开发日志 | 4/28 坦克设计器

2021-05-09 19:10 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


HoI4 DevDiary - tank Designer

Archangel85, Oberbefehlshaber, Content Design, HoI4


Hello, and welcome back to another DevDiary about content coming in the 1.11 "Barbarossa" patch and its accompanying DLC. As always, keep in mind that the things shown in this DevDiary are still under development, so the numbers and UI might change before release.

大家吼哇,欢迎阅读新一篇关于1.11版本号“巴巴罗萨Barbarossa”及其伴随DLC的开发日志。正如以往,本篇日志中的内容仍在开发中,因此数值与用户界面在发布前可能会有调整。


Ever since we revealed the ship Designer in Man the Guns, people have been asking about a similar system for tanks. We did, however, want to improve a bit on the ship Designer. In particular, we felt that the ship Designer was encouraging too many generalist designs. Part of the problem is that ships have a very long lead time before they become available, so it is difficult to iterate on the designs in a timely fashion. When your ship takes two years to build, you can't really specialize it too much, because you can't always accurately predict the situation in two years.

自从我们在炮手就位MtG中带来了舰艇设计器后,大家一直想给坦克也加一个类似系统。不过,我们确实想对舰艇设计器进行改良。主要问题在于我们感觉舰艇设计器过于推崇最通用的设计。一部分原因在于舰船实际下水前的准备时间很长,因此很难及时对设计进行迭代。由于玩家并不能确切预测下水时的情况,因此要花两年建造的舰船就不能在某一方向过于特化。


Thankfully, tanks require a somewhat smaller investment (although our QA certainly has tried to make designs that rival ships in cost), so you see a new tank design in the frontlines much sooner than a new ship, allowing you to react to new situations much faster.

好在坦克所需的投入较小(虽然我们的测试人员尝试弄出过造价堪比舰船的设计),因此你新设计的坦克投入前线要比新舰艇下水快得多,这使玩家能更迅速地根据新情况作出反应。


Another thing is that ships usually had trade-offs between different capabilities, in the sense that the space (or module slot) taken up by a torpedo launcher could also be taken up by an AA gun, making the ship better against one or the other type of enemy. But rarely did you want a ship that had no AA or no way to defend itself against surface targets, so you always wanted some AA and some ship attack.

另外,舰船通常要在不同功能之间有所取舍,比如鱼雷发射器占用的空间(即模块插槽)也可以装防空炮,从而让舰船能加强应对不同类别的敌人。但通常来说,你并不会弄出完全没有防空或对舰攻击能力的舰船,因此舰船总是要多少带点防空和对舰攻击的。


tanks, on the other hand, don't usually have trade-offs in the same way. You don't usually design a tank, wondering if you should put on another AA gun or a second gun against surface targets (unless, of course, you are German and it's 1944).

而坦克一般不用担心这种权衡。你在设计坦克时通常不用寻思要不要加一台防空炮或对付地面目标的副炮(除非你是1944年的德国人)。


But tanks still have trade-offs in their design, and we wanted to represent those. Traditionally, tank design revolves around three aspects: Mobility, Firepower, and Protection. A well-armored tank is slow, a fast tank can't carry a big gun, and a big gun requires a large tank, which is difficult to armor. During the war, different nations tried different approaches, and learned different lessons from their observations - it is no surprise that the last German tanks of the war were heavily-armored vehicles carrying massive guns, but the first post-war design was the comparatively lightly armored but well-armed and quite nimble Leopard 1.

但坦克在设计上还是有些取舍的,我们也想在游戏中体现这一点。通常来说,坦克的设计着重于三个方面:机动性、火力和防护。装甲良好的坦克速度很慢,速度快的坦克装不了大炮,而大炮需要的大型坦克难以用装甲覆盖。在战争时期,各国尝试了多种方案,并从实战观测中吸取了不同的经验教训——德国人在二战中最后设计出的坦克是装载巨炮的重装载具,但他们战后的首个设计是装甲相对较轻、但装备精良且灵活的豹-1型。


So we wanted to make you think about these three aspects, and have it be a trade-off between them. However, in a grand strategy game, other aspects also matter more than in the typical comparison of tank designs - the best tank in the world is useless if it breaks down on the way to the battlefield (Panther fans take note), and it is even more useless if you can't afford it. So we wanted cost and reliability to also matter when designing a tank or armored vehicle.

因此我们想让玩家也着眼于这三个方面,并在其中进行权衡。然而,在大战略游戏中,还有比传统设计考量更为重要的其他方面——要是全世界最好的坦克在前往战场的路上就抛锚了,那它可没什么用处(豹式迷注意);而且要是制造成本都负担不起,那就更没意义了。因此,我们希望在设计坦克或装甲车中,同样需要考虑可靠性和成本。


In contrast to ships, we wanted to make you think more about specializing your designs to fill a certain niche, and optimize it towards a specific role. While you will probably still want to have a somewhat middle-of-the-road design for your main production medium tank (one might call it "the Sherman"), there is a place for more specialized designs as well.

与舰艇设计相反,我们想让你着重考虑让坦克设计满足某一特定需求,并将其优化为专门负责某种功能的设计。虽然量产的主战中型坦克可能还是要用偏向泛用的设计(可以称之为“谢尔曼”),但特化设计也有自己的地位。


As part of this approach, we will be making changes to the reliability system and the armor system. The details will be forthcoming in a future dev diary (together with other combat changes), but the broad strokes are that reliability will not just affect the rate of attrition, and that the armor system will become less binary. As part of these changes, we also decided to give mechanized equipment some upgrades, so that it can keep up with tanks.

为此,我们将对可靠性系统和装甲系统进行调整。详情将在未来的开发日志中公布(包括其他战斗相关变动),但主要内容是:可靠性不再只影响损耗率,而装甲系统不会那么极端。此外,我们还决定给机械化装备进行一些升级,以便能够跟上坦克的步伐。



Under the new system, reliability is meant to represent both the likelihood that a given piece of equipment breaks down as well as the likelihood that it suffers catastrophic damage when hit and the effort necessary to repair it. In effect, reliability also represents the carrying capacity of a given chassis, so you effectively have a reliability budget for every chassis to work with. The more armor you put on it, the bigger the weapon etc., the more reliability drops. Heavier or more advanced tank chassis generally have more reliability (over 100% on the base chassis in some cases).

在新的系统下,可靠性既代表装备的某个特定设备发生故障的可能性,也意味着它在受攻击时时发生严重损坏的几率,以及修复所需的投入。实际上,可靠性也代表了特定底盘的承载能力,所以每个底盘实际上都有一个对应的可靠性预算(容量)。装甲越多、武器越重等,都会增加可靠性的消耗。更重或更先进的坦克底盘通常可靠性更高(部分基础底盘的可靠性会超过100%)。


But enough of the basics, let's talk about what you really want to know: What's the Kampfwagenkanone Zweiundvierzig in game terms? Is the weird hybrid-electric drive of the Elefant represented? Do we get to set the exact angle of the front armor or just the thickness?

基础内容说得够多了,让我们转向大家最感兴趣的话题:KWK42坦克炮的游戏参数如何?象式那奇异的电传动系统会在游戏中出现吗?我们能否精确调整前装甲的角度,还是只能干涉厚度呢?


Much like ships, tanks are based on a hull (called a chassis) and a number of modules that define the actual stats of the final design. These modules act a little different from the way the ship Designer works. While the main armament is fairly self-evident, other "modules" represent something like "design features". These features are meant to be distinct enough that even someone who does not have an in-depth understanding of armor development during the war can at least understand that different armor types are good for different things.

与舰船相似,坦克的实际设计也是由一个外壳(即它的底盘)和数个模块构成。坦克上的这些模块和舰船设计有些许不同。主武器的情况显而易见便于理解,而其他“模块”则体现了某种“设计特征。这些“特征”的辨识度很高,哪怕是对二战时装甲发展没什么了解的人,至少也能借此理解不同类型的装甲用途各异。



Instead of scripting in a gigantic list of armor types with different thickness, armor is represented by a thickness and a production method: Riveted Armor is the cheapest kind, but also the weakest. Cast Armor is the strongest, but also the most expensive.

我们并未费劲编写一大堆厚度各异的装甲,而是将装甲简化为通过厚度和制作工艺来表现:铆接装甲最便宜,但强度也是最弱的。浇铸装甲防护最好,但造价高昂。


Welded Armor is a compromise between the two extremes, making it the most cost-efficient (arguments can be made either way between cast and welded armor since welding does require specialized equipment and training).

焊接装甲介于两者之间,属于兼顾成本和效率的类型(由于焊接需要专业设备和训练,因此焊接和浇铸哪个性价比高可能会有些争议)。


Armor thickness is changed through something much like the old, vanilla upgrade system, with up to 20 different levels. You start with being able to put up to 5 levels of armor (roughly equivalent to 50 mm of armor) on a tank, but research allows you to put more on. Higher levels of armor protection require more resources, such as steel and eventually chromium. There is no limit to the amount of armor you can put on a chassis as such - if you want to make a light tank with the armor protection of a Tiger, you can (it's called a Panzer I Ausf. F). The amount of armor upgrades on the vehicle translates to an actual armor value based on the type of armor you have selected, so 5 levels of riveted armor are still weaker than 5 levels of cast armor - but much cheaper.

装甲厚度改成了与旧的原版类似的升级系统,总计有20个不同的等级。在开局时最高可以给坦克装上5级装甲(约等于50mm装甲),随着研究解锁你可以装配更多装甲。更高等级的装甲防护需要更多资源,比如钢铁,后面还会用到铬。底盘可以配装的装甲量并没有限制——你完全可以搞个装甲防护与虎式持平的轻坦(也就是一号坦克F型)。 载具的装甲升级量会根据装甲类型换算成实际装甲值,所以5级铆接装甲仍然比5级浇铸装甲要弱——但也更便宜。



Engine types are also meant to be simple to understand. Gasoline Engines are faster than Diesels for the same weight, but Diesels are more reliable. Beyond that, Electric hybrid engines are a very situational pick. We originally intended for them to be a joke pick - costly, unreliable, fuel inefficient - but on some further reading, the rationale behind them was that they offered better mobility in broken terrain. In game, this is represented by a small bonus to breakthrough and defense.

引擎类别也同样做得方便理解。在同等重量下,汽油机比柴油机更快,但是柴油机更可靠。此外,电动混合引擎则是适合特定情况的选择。我们原先寻思把它做成梗:造价高昂、可靠性低、燃料利用率低的东西。但在进一步了解后,我们发觉使用电动混合动力的缘由是为了提高崎岖地形中的机动性。在游戏中,这项特性体现为少量突破与防御加成。


Finally, there are gas turbines, which are unlocked from jet engine research. They are the fastest engine option, but take up a lot of fuel. Like armor, engines also have an upgrade system where you can set the level of engine power (up to 20). It should be noted that the speed of most historical designs is going to be lower than the stated max speed of the vehicle they are based on. This is because we represent the operational speed of a vehicle, i.e. how far the vehicle can get in 24 hours - tanks don’t drive around all day at maximum speed, they have to stop for refuelling, resting the crew, basic maintenance etc.

最后,还有喷气式引擎科技解锁的燃气涡轮机。这是速度最快的可选引擎,但燃料消耗极高。引擎也有一套升级系统,可以设置引擎动力(最高20级)。但要注意,游戏中大部分史实坦克设计的实际速度会低于比面板上的最高速度。这是因为我们要体现载具的实际运载速度,比如载具跑24小时实际能走多远——坦克不能一整天都全速行进,它们需要停车加油、让乘员组休息,还有基础维护等等。


Turrets are split between different kinds and are meant to represent things like crew ergonomics. Early in the war, a lot of countries had tanks with one or two-man turrets, and one advantage the Germans had was having a commander who could direct the rest of the crew without also having to service the main gun. This is represented by bonuses to breakthrough with different turrets.

炮塔也分为不同类型,以此体现乘员的人体工学等内容。在战争初期,许多国家的坦克都配备了能容纳1人或2人的炮塔;而德国炮塔设计的优势,则是有了一位能够指挥余下车组乘员而不用操作主炮的车长。游戏中将其表现为不同炮塔带来的不同突破加成。


A special type is the fixed superstructure. Main guns are differentiated by size (small, medium, large, super-heavy), which correspond roughly with the weight classes of tanks. Light tanks can only carry small weapons etc. - unless they have a fixed superstructure, which enables them to carry guns one size bigger, allowing you to mount a medium gun on a light tank chassis. Having a fixed superstructure also adds bonuses to defense while giving a penalty to breakthrough, making it a good option for vehicles meant to defend.

固定塔身结构是一类特殊的炮塔类型,其主炮根据规格进行区分(小、中、大、超重),大致对应坦克的重量等级。轻坦只能装载小型武装,除非加设固定塔身结构。而固定塔身结构可以让载具携带比自身大一号的火炮,比如让轻坦底盘装载中型火炮。它还能提供防御加成,但其突破会有对应惩罚,因此固定塔身结构是防御用载具的不二之选。



Suspensions affect mainly reliability and speed. The most basic kind is the Bogie suspension, which adds some reliability, while Christie suspension adds quite a bit of speed. Torsion Bar suspension adds more reliability than Bogies, but is more expensive. Interleaved Roadwheels - as seen on the later German tanks - add some breakthrough, but have reliability problems (the overlapping wheels add some protection and redundancy against fire coming from the side, but are difficult to repair and maintain). Light Chassis can also select wheeled and half-track suspensions, which make the vehicle itself quite a bit cheaper, but also drop reliability.

悬挂系统主要影响坦克的可靠性与速度。最基础的悬挂系统是转向架悬挂,能够略微提高可靠性,而克里斯蒂悬挂能提高不少速度。扭杆式悬挂的可靠性提升比转向架悬挂更高,但也会抬高造价。常见于二战后期德国坦克的交错式负重轮,则能提供一些突破能力加成,但也有可靠性方面的问题(交错式负重轮虽然能提升对侧面所受火力的防护和阻挡,但是难以修理和维护)。轻型底盘也可以选配轮式和半履带式悬挂,从而很好地降低生产成本,但会牺牲可靠性。


模块槽位
已安装模块:克里斯蒂悬挂
由美国发明家研制,这种悬挂系统能带来极高的速度。
最大速度:2.0km/h,+20.0%
生产花费:3.00
----------
允许模块类型:履带式悬挂;无履带式悬挂;
该槽位必须安装一个模块


The main weapon has probably the biggest impact on the offensive stats of the vehicle. There are a lot of different options to choose from, but we have tried to give every weapon type it's own niche, with realistic drawbacks and advantages, so for example the High-velocity tank guns (like the KwK 42 or the American 76mm) have worse soft attack but very good piercing and hard attack, while howitzers have very poor hard attack and piercing, but spectacular soft attack. This means that for example the early German tanks do struggle a bit against the French, which have pretty heavy armor (but suffer in other regards, mostly because of their one-man turrets).

主炮对载具的进攻能力影响最显著。游戏中会有很多可选选项,但我们尝试给各类武器塑造独特的定位,并融入了现实中各自的优点和缺陷。例如高速坦克炮(以KwK42式或者美国的76mm炮为代表)对人员杀伤效果极低,但穿深和对装甲杀伤极优。而榴弹炮的穿深与对装甲杀伤效果极低,但对人员杀伤效果极优。举例说明,早期德国坦克面对同时期装甲厚重的法国坦克时会遇到不少麻烦(但法国人也有别的问题,主要归咎于单人炮塔设计)。


A full list is included in the spoiler tag:

以下是完整选项表格:



As you can see, we made an effort to not have a giant tech tree this time. The tech tree for the new chassis is about the same size as the old armor tech tree, and the other modules are unlocked primarily through the artillery tab.

如各位所见,这次我们尽力避免了科技树过于庞大。坦克底盘的新科技树与旧版的装甲科技树规模基本相同,而其他模块科技主要从火炮相关的研究解锁。



Finally, every chassis has 4 slots for "Special Modules". These can include radios, which give bonuses to breakthrough and defense; secondary turrets for all your T-35 needs; smoke launchers; extra ammunition storage and wet ammo storage. Deciding whether or not a tank uses sloped armor also happens in this area. Perhaps most intriguing is the Amphibious Drive, which allows you to designate a design as an amphibious tank for the purpose of amphibious tank battalions (MtG owners only).

最后,每种类型的坦克底盘都有四个“特殊模块”的槽位。这些槽位可以安装别的装备,比如:提供突破与防御加成的无线电设备;足以装满T-35的副炮塔;烟雾弹发射器;附加弹药架和湿式弹药架。这里也决定坦克是否使用倾斜装甲设计。最引人注目的应该是两栖驱动设计,可以解锁两栖坦克营的装备(仅限已购买炮手就位MtG的玩家)。


Designating designs for certain roles ensures that they are used in those subunits. Some roles require certain characteristics - for example, you can't have an AA tank that uses a fixed superstructure. But it is completely possible to make both the German tank destroyers with fixed superstructures and the American ones with turrets and have them go to tank destroyer units. The weight class of the chassis determines the weight class of the final design, so a design on the heavy chassis that is designated as a tank destroyer is treated as a heavy tank destroyer. This also means we can represent vehicles that changed roles during the war more easily, so you can have your StuG III equivalent with a high-soft attack gun go to your armored artillery battalions in the early war, but then switch out the gun to something with better piercing and have it work as a tank destroyer afterwards.

为专门用途分配特定设计的坦克,能确保它们得到妥善利用。功能特化的坦克会要求某些特征,比如防空载具用不了固定塔身结构。但玩家完全可以给德国坦克装上固定塔身、给美国坦克装上可动炮塔,然后把他俩都划入坦歼部队里。而最终设计的量级取决于坦克底盘,也就是说,一个用重型底盘的坦克设计被划为自行反坦克炮,那它就会被视作重型坦歼。这也意味着,我们可以更好地体现载具在战时由于各种原因调换定位和作用的情况,你也可以在战争初期让三号突击炮装着高软攻火炮组成自行火炮营,随后再换成穿甲能力更强的主炮,让它变回自行反坦克炮。


Since we want you to optimize designs for different purposes, we also wanted to make sure that you can easily decide where a certain tank design ends up. So for example, you can follow the British approach of having fast cruiser tanks to use in armored divisions, and slower infantry tanks that go to support your infantry divisions. To do this, you tag a design with a symbol. You can then quickly select from a list of symbols in the division Designer to make the division only pull equipment tagged as such. Equipment that isn't tagged (such as lend-lease and captured foreign equipment, or equipment not tagged at all) will still be used for divisions that don’t have a specific tag requirement set.

我们希望玩家能为不同用途优化各种设计,但也要确保各位能轻松地决定某种设计最后用在哪儿。举个例子,你可以按英国人的分法,让装甲师配备高速的巡航坦克,把低速的步兵坦克划给步兵师用作支援。为此,你可以对各类设计进行标记,并在单位编制界面里直接从符号标记列表点选,让特定编制只选用标记的坦克装备。未标记的装备(如租借和缴获的外国坦克,或玩家没有标记的坦克设计)会供应给没有特殊需求的编制。


We also took another look at what automation features were necessary for people who don't want to spend a lot of time fine-tuning their tank designs (weird and alien though that thought may be to most of us). We do, of course, have the usual auto-design functionality. It takes the design the AI would use and offers it for approval. This has gotten some love, and there should now be some national flavor in how the AI designs its tanks. It also takes the overall situation into account, so tanks will be up-armored during the war and so on. Beyond that, we also have added an auto-upgrade function, which keeps a given design current as you research new guns, chassis etc. You can either click on a design you made in the past and upgrade it with a single click to the newest components (so a Radio I becomes a Radio II etc.), or click a checkbox to do so automatically. You don't have to pay XP for an automatic design upgrade, but you won't get thicker armor or a better engine that way. Still, we think that the combination of auto-design and auto-upgrade allows players to interact with the system as much or as little as they like.

我们还考虑了部分自动化功能的必要性,以便满足不想微操细调坦克的玩家(虽然这种想法对咱们大部分人来说还挺怪的)。当然,我们有常规的自动设计功能。它会采用AI所用的设计,并交给玩家进行判断。部分玩家挺中意这项功能,现在AI的坦克设计也会融入一些国家特色。它还会考虑整体局势,这样坦克会在战争期间加设装甲等等。除此之外,我们还增加了一个自动升级功能,在你研究了新的火炮和底盘等部件时,保证某个特定的设计也及时更新。你可以点选旧设计,并一键升级至最新模块配件(比如无线电装备从I升为II等),或者勾选自动更新功能。自动升级设计并不会消耗陆军经验,但它也不会提供更厚的装甲或更好的引擎。尽管如此,我们依然认为自动设计和自动升级相结合,能让玩家随心所欲地处理这一系统。



To make the tank designs more visually distinct in the production view, we have added about 1000 new 2d icons to use for them, mostly stemming from combining parts of existing tanks in new ways (the gun of tank A with the turret of tank B etc.). The historical icons are, of course, still available. You can select the icon while making the design, as well as the 3d asset used to represent the vehicle on the map.

为了使坦克设计在生产视图中更直观,我们新增了大约1000个2D图标,主要是靠已有坦克的各部拼凑而成(比如坦克A的火炮配坦克B的炮塔之类)。当然,史实图标仍然可用。你可以在进行设计时选择图标,以及地图上表示载具的3D建模。



That's all from us today for this feature. Before closing, I would like to note a few things on the subject of giving feedback. When I first started at Paradox, the direct line between community and developers was a major plus for me, because I liked the idea of talking to the community without having to run every post past three different marketing departments first. However, this kind of direct community access comes at a heavy cost for us. As many of you have noticed, we have gotten a little sparse in these forums in the last few months, or even years. The reason for this is that often we do face a debate culture that is not enjoyable to take part in, where it is taken as a given that the devs are either lazy or incompetent and where everything we do is viewed through that lens. Not only is it incredibly demoralizing to spend months of your life creating something, only to see the people you made it for tear it to shreds, it is also a debate that gives no one anything. We aren't paid to wade through pages of abuse to find a few nuggets of useful feedback, and so that feedback is not acted on. A lot of you have access to sources in languages we don’t speak or have studied some detail that we weren't aware of. Such feedback is very useful - just a few weeks ago someone sent me a plan of the Turkish railways in 1936 taken from an old Turkish book, so I was able to use that to update the Turkish railway setup at game start.

今天这项内容的介绍到此为止。在收尾前,我想就提供反馈的问题说明几件事。我刚开始在Paradox工作的时候,社区和开发者之间的直接联系对我来说是件大好事,因为我喜欢和社区交流的想法,而不用每发一次帖前都得要经由三个不同市场部门过目。然而,这种直接接触社区的方式也是一个沉重的负担。正如大家所见,最近几个月——甚至最近几年里,我们和论坛逐渐疏远了。原因在于,我们老是要面对一种不愉快的辩论文化,其中总是默认开发者要么懒散要么无能,而且这层滤镜会套在我们所做的一切上。看到自己花费数个月时间和精力制作的东西被受众扯了个稀烂,不仅非常令人泄气,而且为之辩论更是对谁都没好处。我们并不是被雇来从一大摞杂话里挑出一些实际反馈意见的,所以这些意见也没有被采纳。很多玩家可以获取其他语言的资料,或者研究过一些我们不知道的细节。这样的反馈确实有用——就在几周前,有人给我发了一本旧书里1936年土耳其铁路的平面图,我便能用它来更新游戏开始时的土耳其铁路设定。


We're not looking for fawning adoration (although we will certainly accept it) or a forum in which our decisions can't be discussed with a critical eye. We want to have your feedback, but there is no point to it if it can’t be delivered with a minimum of respect for each other. If you want to have a forum where developers are willing to go and answer your questions, then it is also your responsibility to build a place where we feel welcome, and where we can disagree in a productive and professional manner. It costs you nothing to assume that we were acting in good faith. None of us wake up in the morning and go to work in order to do a bad job.

我们不是光要人献媚吹捧(虽然也会接受),也不是说论坛不能用批判的角度讨论我们的决定。我们希望得到你们的反馈,但这要是不能以互相尊重的最低前提来进行,那也没啥意义。如果各位想有一个开发者愿意回答问题的论坛,那么你们也有责任建立让我们感到友好欢迎的环境,这样我们才能以富有成效且专业的方式提出不同的意见。换个角度认为我们是好心在办事的也亏不了各位。毕竟没人早起上工是为了搞一摊乱子。


Extra Secret Spoiler: here are some tank designs QA has made over the past few months while we were developing this. Please note that the numbers on the screenshots are several versions out of date and that the issues pointed out in these shots have been fixed since then.

小彩蛋:以下是近几个月正在开发这个功能时,测试组弄出来的的坦克设计。但要注意:截图上的数值是好几个版本前的,而且其中引发的问题已经修复了。


Why use an engine when you have free continental drift to take you to the enemy?
能靠免费的大陆漂移去接敌了,那还要啥发动机啊?


And then we nerfed the secondary turrets.
然后我们就削了副炮塔。


And it was in this momen that someone realized that we should probably cap negative reliability at 0.
这会儿才有人想起来可靠性下限应该定为0。


A super-heavy amphibious tank is an idea too beautiful for this world. It can also only drive backwards for some reason.
这个世界不配拥有如此美好的超重型两栖坦克。而且它不知为啥只能倒车。



翻译:月蚀 走地鹅 Mikko

校对:zzztotoso 三等文官猹中堂


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钢铁雄心4开发日志 | 4/28 坦克设计器的评论 (共 条)

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