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작성일 2010-05-07 08:11:47 KST 조회 511
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스타크래프트2 상황보고서: 패치11
북미 토론장 CM Nethaera 가 올린 상황보고서 입니다.
번역을 발번역. 출근해야 해서 대충 했어요. 필요한 내용은 다 들어 갔으리라 생각함.
무슨 생각으로 이렇게 패치했는지 이야기 하네요.
원문링크는: http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

=============================================================================================
StarCraft II Situation Report : Patch 11   05/07/2010 06:52:12 AM GMT+09:00QUOTEREPLY
스타2 상황보고서: 패치11
In an effort to better explain changes being made within the StarCraft II beta, we wanted to establish the Situation Report in which we take the time to share a little more insight into the balance choices we make and how we believe these changes will play out. We are incredibly dedicated to bringing you the quality and high standards that you expect of a Blizzard game and StarCraft II, and hope that by sharing more of our thoughts with you, that we can continue to both receive great feedback, but continue to see great matches within the game. 
다 나은 게임을 만들기 위해서 우리가 왜 패치를 이딴 식으로 했고, 향후 어떻게 영향을 줄것인지에 대해서 여러분과 설명을 공유하면서 더 좋은 피드백을 받고 여러분들의 실력이 향상되길 바라는 마음으로 시간을 쪼개서 상황보고서라는 걸 써드리겠음.
We have been working hard over the last many weeks to try to make the races as fun as possible to play. We are seeing win/loss ratios (when you factor in skill) of as little as 6% between each of the races. This is a great place for us to be during a beta, when players are still learning the races and we are still making a lot of changes. In general we believe that Terrans are still a little weak against Protoss. The other match ups are too close to call and (according to our current numbers) are within 1% win/loss. We are also getting more and more excited about what we are seeing in our mirror matches. Terran vs. Terran is a very diverse match for example and we are starting to see some really nice diversity in Zerg vs. Zerg which is a huge win for us and the community considering how stale that match was when we started the Beta. 
지난 몇주간 게임을 최대한 재미있게 뜯어고쳐 보려고 살펴 봤고, 종족별로 승/패율이 6%까지 낮아진 걸 발견했다. 아직 베타 중인 덕에, 여러분들은 전략을 개발하는 중이고, 우리는 X리는 대로 바꿔 볼 수 있잖은가. 크게 봐서 우리는 테란이 프토에 살짝 약하더라. 그 외의 종족간은 승/패율이 대충 1% 미만이었다. 더욱 흥미로운 부분은 동족전인데, 얘컨데 테-테전이 (사용 전략이) 아주 다양했고 저-저전도 꽤 다양해진 것으로 보였다. 베타 초기 동족전이 밍밍하다던 피드백을 생각하니 감격의 눈물이 흐른다.

We’ve made a significant amount of changes within the latest beta patch 11 and wanted to give a brief overview on these changes. 
자 이제 패치 11의 변화를 살펴보자.

Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage. 
스플래시- 스플래시데미지가 목표를 중심으로 퍼진다.
We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target. 
몇몇 스플래시 유닛을 뜯어 고쳐서 목표 중심으로 데미지가 퍼지게 했다. 일반적으로 상향이라 볼 수 있지만, 울트라, 토르, 건물 등은 등빨이 커서 유닛 중앙 기준으로 스플래시를 퍼뜨리면 사실상 스플래시 효과가 없다. (역 - 울트라 만세!)

Battlecruiser -The build time has been decreased from 110 to 90. 
배틀- 빌드타임 감소
We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build. 
실제로는 배틀 카운터인 타락귀, 공폭, 바이킹 등이 나온 뒤에 배틀이 나오기 때문에 쳐발리기 일쑤여서 안쓰이는 건 알지만, 일단 빌드타임만 줄여봤다.

Hellion- The range has been increased from 5 to 6. 
무법차- 사거리 증가
This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command. 
무빙샷까진 안되도 도망가면서 쏘기 편하라고 사거리 늘려줬다. 어택땅으로 움직일때 스플래시가 쪼매 도움이 될꺼야

Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core. 
밤까- 추미 너프
We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem. 
유닛 자체 너프 없이 추미를 더 자주 보고 싶다. 동시에 2:2에서 추미 효율이 너무 좋아서 생긴 문제도 해결하고 싶었다.

Siege Tank- Life increased from 150 to 160. 
시즈- 피통 버프
Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights. 
지금도 쓸만하지만, 좀더 터프하게 만들어 봤다. 한방이라도 더 쏘고 터지라고.

Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150. 
토르- 지상 데미지너프/공속버프, 대공데미지 변경, 250미리 너프
The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders. 
데미지너프/공속버프로 디피는 동일하지만, 한두방으로 적군을 쓸어내는 화력은 이제 없다. 바퀴 따위를 잡을땐 더 구려졌을껄?
The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch. 
250미리는 울트라 카운터로 쓰라고 만들어 준거다. 근데 울트라가 안나오니 그 외 용도로 막 쓰이잖아. 이번에 울트라를 살짝 손 봤지만, 많이 나올 거란 기대는 안한다. 울트라는 다음 패치때 더 많이 손 볼 계획이다. 
The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines. 
대공으로 마린이나 바이킹을 더 써보라는 뜻으로 토르는 너프했다.

Archon- The splash radius has been increased from 0.8 to 1. 
아칸- 스플래시 반경 버프
This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example). 
이정도로 큰 변화가 오리라 기대 안한다. 여전히 기사단 재활용 정도의 용도로 보고 있다. 땡무탈 정도 말곤 메인으로 쓸일 없을껄?(역 - 근데 땡무탈도 메인은 불사조야....)

Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65. 
거신- 데미지너프/공속버프
The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same. 
토르랑 동일. 디피는 동일하지만, 한두방으로 적군을 쓸어내는 화력은 업ㅂ음.

Phoenix - Can now attack while moving. 
불사조- 무빙샷 ㄳ
This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks. 
무탈 좀 잘 잡아보라고 버프해줬다. 소수 불사조로도 땡무탈 잡는게 가능하다. 컨트롤만 잘하면...

Sentry- The damage has been decreased from 8 to 6. 
파수기- 데미지너프
We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make. 
우리가 몹시 좋아하는 역장이 많이 쓰이고 있어서 좋다. 근데 역장의 비용이 너무 작은게 아닌가 싶다. 프토들은 이제 역장이냐 화력이냐 선택해야 할거다.

Broodlord- Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1. 
무리군주- 피통너프, 아머너프
Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary. 
멋진 녀석들이지? 좀 너프할 필요가 있다. 그래도 무서울껄?

Corruptor- Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures. 
타락귀- 데미지 버프, 이속버프, 타락 재설계
All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units. 
다 상향이다. 이속버프 덕에 무탈이랑 같이 다니기도 좋고, 타락 재설계로 전투중에 더 많은 쓸모가 있길 바란다.

Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100. 
감영충- 신경기생충 너프
The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays. 
울트라, 토르 등 뺏어먹기를 보고 너프시켰다. 대신 공중에도 쓸 수 있으니 공포라도 뺏어봐.

Spine Crawler- The root time has been increased from 6 to 12. 
촉수- 뿌리박기 시간 증가
At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.” 
초반에 본진 패멀을 왔다갔다하면서 촉수박아서 수비하는게 마음에 안듦. 닥가시촉수가 너무 많이 보여서 너프시켜 봤다.

Ultralisk- Damage has been increased from 18 to 25. 
울트라- 데미지 버프
We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch. 
일단 데미지만 손 봤지만, 다음 패치에 더 많이 손 볼거다.

What’s Next? 
이 다음은?
We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units. 
일단 이번 패치 내용을 여러분과 커뮤니티에서 나누고 싶다. 저그를 전체적으로 손봐서, 저그 플레이어들이 여러가지 옵션을 가지고 게임을 했으면 좋겠다(울트라도 포함해서)

지속적인 허위 신고시 신고자가 제재를 받을 수 있습니다.
신고 사유를 입력하십시오:

발도장 찍기
아이콘 Celcious[XP] (2010-05-07 08:13:57 KST)
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아놔 고놈의 재활용...
아이콘 M.Bronzbeard (2010-05-07 08:16:02 KST)
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배틀을 써볼까
헬칸 (2010-05-07 08:16:46 KST)
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쿨한 해석 감사.. 쏙쏙들어오네요 ㅎㅎ
아이콘 Celcious[XP] (2010-05-07 08:17:22 KST)
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배틀이 나오게 하려면 빌드타임 감소만으로는 부족할거 같네요
Diene (2010-05-07 08:24:19 KST)
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한줄요약들이 인상깊...
아이콘 roborobo (2010-05-07 08:55:23 KST)
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블쟈가 게임을 안보거나 플레이조차 안하고 패치때리는 것이 확실한 것이.. 울트라에 감염충 신경기생축박아서 신경기생충 너프했다는 뻘소리.. 저저전에서 안드로메다관광게임이 아닌 이상 울트라같은 병신유닛이 나올리도 없지만 그것을 상대하기위해서 굳이 빨대꼽을 필요가 있나..
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