6.15 Sub_Octavian QA 解释炮弹散布

2017-06-24 11:24:20 神评论

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战舰世界 6.15 Sub_Octavian QA 解释炮弹散布

1.New AP bombs will be available from 7 tier. No changes to the HE bombs are planned.

2.For the time being, the new map (Russian name “Counterstrike”) will be for ranked games only.

Possible changes:

3.Setups of American carriers will be made more balanced and thus universally useful (in a few patches).

4. Buffs of Ognevoi, Tashkent and Grozovoi (perhaps even in 0.6.7).

5.The reworked game effects will come out this year, as promised.

1.AP航弹将会从7级开始装备。而HE航弹没有什么修改计划。

2.现在,新的地图(俄文名“反击”)只会在排位里出现

可能的一些改动:

3.对美航的修改会使美航更平衡同时泛用性更强

4.在会buff Ognevoi, Tashkent和Grozovoi(甚至可能在0.6.7就实装)

5.游戏效果重做在今年会出来

Sub_Octavian posted an article about shell dispersion to explain how it works:

„Okay, so after a bunch of questions about the accuracy and aiming, the cryptic vertical dispersion and the mysterious sigma, I realized this topic deserves additional clarification. And I even promised to write a little article in one of Q&As (uh-oh!).

I’m publishing this explanation here on Reddit because this is (please don’t laugh) hardcore information, and not much use to wide audience. I, for example, am a simple man: I see the target, I shoot – and usually the results are nice.That’s because shooting is designed to be more “intuitive” than “calculated”. Practice makes WoWs shooting perfect, sitting with calculator – hardly. However, I hope this post will be useful to those brave sailors who seek profound knowledge.

Info is actual for v0.6.6. I will not update it, but any meaningful changes (if there are any), will be added to patch notes, just like with other game components.

Urgh, let’s get to the point, finally.

Sub_Octavian解释炮弹散布的文章

好,在一大堆关于瞄准,精度,神秘的垂直散布和sigma的问题之后,我觉得这个问题需要一些额外的解答。而且我甚至保证过要在一个QA里写关于这个的一篇文章

我在Reddit上发这个是因为这是硬核向的信息,对大多数玩家来说并没有很大的用处。拿我来举例,我玩起来很简单,看到目标,然后开火。一般来说结果都不错。这是因为射击被设计成更基于直觉而不是计算。多练习可以使射击更准,不需要太多的计算。然而,我也希望这篇短文可以帮助到那些深入追寻知识的玩家。

信息来自于0.6.6。我不会直接更新这个,但是如果有任何有用的信息我就会像加入其他游戏改动一样在之后说明。

进入正题

Each time you fire a salvo, there is dispersion area being built. It is influenced and NOT influenced by many things! What does matter?

Dispersion parameters. Basically, dispersion of a given salvo has the following parameters: horizontal and vertical dispersion (together, they determine dispersion ellipse), and sigma count. Sigma count basically determines the density of a salvo towards ellipse center.Vertical and horizontal dispersionalways grow with range.

Dispersion ellipse is initially projected on your aiming plane, not on water. Shells are set to pass through it – see the picture with initial ellipse and real ellipse.In game that means that ships with better ballistics will have longer real ellipses– flatter shell trajectories result in real ellipse stretching more. MAD PAINT SKILLZ

(in this example I assume you are targeting exactly at water line – of course you can aim higher or lower, changing your initial ellipse position on the plane and changing real ellipse as a result.)

你每次开火的时候,都会产生一个散布区域。这个区域受到以下参数影响。每一次齐射产生的散布都从基础上受到这些参数影响:水平和垂直方向散布(这两者结合后形成一个散布椭圆),sigma值。Sigma从基础上决定了落点向椭圆中心的密集程度。水平和垂直方向散布通常会随着距离增大而增大

散布椭圆最初是基于你的射击平面而不是水面。炮弹会穿过这个平面。看下面那张图里的初始椭圆和实际椭圆。在游戏中这个代表着弹道更好的船有更长的实际椭圆,越好的弹道会使实际椭圆拉伸得更多(灵魂画师上线!)

(在这个例子中我假设你在瞄准水线,当然你也可以瞄其他地方,这样会改变你的初始和实际椭圆。)

There are three stances of dispersion ellipse parameters(well, there are more technically, but only three are used). Between them, dispersion changes are lineal. The stances are: minimal dispersion (closest shooting distance), close dispersion (set around 4 km) and maximum dispersion. You can see horizontal dispersion for maximum range in Port, by the way.

For each stance, there are two parameters: horizontal dispersion and relation between horizontal and vertical dispersion. Relation may be used in balancing. For example Fuso is better at long range shooting than New Mexico – check out my super-10-salvos-per-second-shooting

对这些参数来说有三种情况(在技术上有更多种,然而我们现在只做了这三种)。在这三种情况中,散布的改变是线性的。这三种情况是:最近的散布(射击距离最近的时候),近距离散布(在4km左右)和最大散布。你们可以在港口中看到最大散布情况下的水平散布这个参数。

在每一种情况中都有两个参数,水平散布与水平散布和垂直散布之间的关系。这个关系会用来进行平衡。比如说Fuso比New Mexico更擅长远程射击。具体如下图(测试的10轮齐射,齐射间隔为1s)

Target lock is a must.There is absolutely no point in shooting without target lock, if you are able to acquire it. Apart from adding aiming plane to locked target, it greatly improves your horizontal dispersion (like, twice lower!).

By the way, aiming plane is needed due to line of sight issues – e.g. you may be targeting ship superstructure, but without adjusted aim the game may as well think you are targeting the mountain

So aiming plane (target lock) is your friendand allows you to shoot with black trajectories (good), not with red

锁定目标是必不可少的。在可以锁定的情况下还是不锁定就开炮显然没有什么意义。除了在你锁定的目标上加上一个射击平面外,这样还可以使你的垂直散布变得更好(差不多,好了一倍!)

还有,需要射击平面的另一个原因是视线问题。在下图中你可能瞄准的是船的上层建筑,但是如果你不锁定那么游戏就会认为你在瞄准远处的那座山。

所以说,射击平面(锁定情况下)是你的帮手,它可以让你通过绿色弹道(正确弹道)而不是红色弹道射击。

The dispersion debuff without target lock is added primarily to protect “anti-dispersion” camo and related upgrades / captain skills from being bypassed by mods.

Camo / concealment upgrade debuffs and upgrade buffs are applied to horizontal dispersion at maximum range. The effects multiply, so shooting at camo target (x1.04) with Aiming mod 1 (x0.93) results in x0,96 to maximum range horizontal dispersion.Gameplay-wise that means these effects are growing with range and have almost no influence on CQC.

Your sigma count matters– while not influencing dispersion ellipse in any way, it influences the density if your salvos. Shells are being placed by Gaussian distribution, and sigma count affects it. The parameter may be tweaked per ship, but it is not very diverse. The base is 2.0. The more = the better. It is used in balancing. For example, Fuso has huge salvos, so it is set with 1.5, and BBs tend to have lower sigma count in general. T9-10 cruisers were systematically and gently buffed lately by giving them 2.05.

Now, just to be sure, these things DO NOT influence your dispersion in any way:

1.Your maneuver and speed.

2.Quantity of turrets firing a salvo.

3.Any game modifications.

Yes, this mechanics is complex. It was a challenge to design and implement, it is a challenge to describe and explain, but mostly, you don’t need to bother about it. It is here, and it works, allowing you to aim your guns and have fun. I hope I was able to highlight several nuances that matter. Sorry for any possible English issues

Good luck and fair seas!”

在不锁定情况下的散布惩罚主要是为了防止加大对面炮弹散布涂装与相关升级品或技能被mod绕过。

涂装,升级品和精度插的效果都是被增加到最大散布上的水平散布上。这些效果是相乘的,所以装了精度插(x0.93) 向对面一个用了涂装的(x1.04) 射击的结果就是最大水平散布x0,96。在游戏中这个效果会随着距离增长而且对CQC几乎没有影响。

你的sigma也很重要。尽管不影响散布椭圆,但是这个影响你的炮弹的落点密度。炮弹落点遵循正态分布,而且sigma值会影响这个。这个参数可以对不同的船做出不同的调整,但是这个参数也不是各种各样的。Sigma的基础是2.0。值越大越好。这个会被用来平衡。比如说Fuso的投射量很大,所以sigma是1.5,而且BB的sigma总体都比较低。9,10级CA的sigma被系统且略微地buff到了2.05

现在,需要确定的是,这些不会影响你的散布:

1.你的机动状态与速度

2.开火的炮塔数

3.游戏mod

没错,这些机制很复杂。设计和实装这个是一种挑战,描述与解释这个也是一种挑战。但是总体来说,你们不需要为此困扰。它就在这里,它就是这样发挥作用的,它允许你瞄准和玩得开心。我希望我指出了那些有影响的细微差别。英语表达有问题请见谅。

Good luck and fair seas!

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