杀戮间吧 关注:132,568贴子:403,875

【科普】新人最爱——杀戮间2百科全书

只看楼主收藏回复

kf2 stats里边有用的东西实在太多,可惜贴吧精品区没人发过。楼主就充当临时翻译,给新人们稍微讲解一下吧。为了保证内容的客观性,楼主特意做了中英文对照哦

@懶小丁 吧主,这个能申精吗
回复 小黄抠屁 :当时分类是连载帖,现在又成直播帖了,不清楚
回复 小黄抠屁 :每天都在更新
回复 小黄抠屁 :等我整理完了重新发个主题贴吧


回复
来自Android客户端1楼2017-04-24 22:24
    丧尸时间(ZED Time)机制讲解——
    1. ZED Time slows the world to 20% of its normal speed, ZED Time is a timer, ZED Time can only be reset (not extended).首先,丧尸时间中,时间变慢为正常速度的20%,“丧尸时间”应定义为一个计时器(timer),只能被重置(reset),不能被延长(extend)。



    收起回复
    来自Android客户端2楼2017-04-24 22:37
      2. ZED Time can affect players either partially or fully. If ZED Time appears and there is no players-in-ZEDTime or ZEDs nearby, player will enter ZED Time partially - world time will be slowed down but player will retain full movement / reload / weapon swap speed. Player will enter ZED Time fully as soon as he/she spot/get spotted by another player-in-ZEDTime or ZED or perform. There are different visual and sound effects for entering either of ZED Times.


      收起回复
      来自Android客户端3楼2017-04-24 22:39
        2.丧尸时间对玩家的影响是部分或完全的。如果在丧尸时间触发时,玩家周围没刷出丧尸,该玩家可以全速移动/装弹/切枪,系统判断为你不处于这个Timer中。如果之后看到丧尸/处于Timer的玩家或者被他们看到,该玩家立刻受到丧尸时间的全部影响。(很多人曾认为这是个bug,其实是官方特意设定的


        收起回复
        来自Android客户端4楼2017-04-24 22:50
          3.(原文讲了一堆废话就不搬运了)丧尸时间触发时,任何职业都能通过击杀丧尸进行第一次重置,突击兵(Commando)最多能重置6次


          收起回复
          来自Android客户端5楼2017-04-24 22:58
            4. ZED Time has greater chances to appear in time. For next 30 seconds since the last ZED Time - normal chances (x1), between 30-60s - twice better (x2), if 60s passed without ZED Time - four times better (x4).丧尸时间往后出现的几率更高。从上一次ZED Time 起30s内,几率正常;30-60s内两倍几率;60s后未出现,四倍几率。


            回复
            来自Android客户端6楼2017-04-24 23:06
              5.Minimum interval between 2 ZED Times——-10s. 两次丧尸时间的最小间隔是10s。
              6.Cooldown begin at the very beginning of each ZED Time.丧尸时间从触发一刻起即开始冷却。


              回复
              来自Android客户端7楼2017-04-24 23:10
                7.ZED Time chances(丧尸时间触发几率)
                a.Player kills ZED (distance < 3 meters)3米内击杀丧尸——5%
                b.Player kills ZED (distance > 3 meters)3米外击杀丧尸——2.5%
                c.- if ZED killed by headshot (distance < 25 meters)25米内爆头击杀丧尸——3%
                d.- if ZED killed by headshot (distance > 25 meters)25米外爆头击杀丧尸——5%
                e.Player kills 4 or more ZEDs with an explosion单次爆炸击杀4只及以上丧尸——5%
                f.Player kills 2-3 ZEDs with an explosion单次爆炸击杀2到3只丧尸——3%
                g.ZED kills player玩家被丧尸击杀——5%


                收起回复
                来自Android客户端8楼2017-04-24 23:21
                  7楼补充:
                  h.boss死亡——100%(好像没什么卵用)
                  i.Sharpshooter player scores a headshot (non lethal) while having either Assassin or Ranger as an active skill.满级神射手使用本职业武器爆头(不一定要击杀)——5%


                  收起回复
                  来自Android客户端9楼2017-04-24 23:24
                    8.ZED Time resistance丧尸时间抗性,可以理解为对移动/开火/换弹/切枪等动作的速度惩罚的抗性。
                    If skill gives 50% resistance, the action will be happening at rate of 0.2 + 0.8 x 0.5 = 0.6, so when everything will be slowed to 20% (by 5 times) this action will only be slowed to 60%, i.e. by 1.67 times.如果获得50%抗性,动作的速率为实时进行的60%(计算方式如上)。比如子弹时间的三倍速射击,射速抗性就是50%,实时射击五倍速,抗性为100%。技能描述中的近乎(nearly)实时射击,抗性为90%。


                    回复
                    来自Android客户端10楼2017-04-25 08:26
                      (接上)Weapon swaps has ZED Time resistance of 35%. When ZED Time occurs weapon swapping slowed by 1 / (0.2 + 0.8 x 0.35) = 2.08 times. Commando's Tactician skill adds additional 30% to the base 35% resistance value making weapon swaps in ZED Time only 1 / (0.2 + 0.8 x (0.35 + 0.3)) = 1.39 times slower than if it would be in real time.各职业的切枪速度都有35%丧尸时间抗性,突击兵的25左技能提供额外的30%抗性,使得切枪和速度和实时切枪相差仅1.39倍。


                      回复
                      来自Android客户端11楼2017-04-25 08:33
                        关于丧尸时间的介绍就到这里了。补充一点说明,一次丧尸时间持续3s,游戏中的真实时间为3×0.2=0.6s。突击兵完美重置6次丧尸时间的话长达7×3=21s,真实时间为7×0.6=4.2s。(突击兵不愧是续秒大师,但不是+1s哦


                        收起回复
                        来自Android客户端12楼2017-04-25 08:40
                          Health生命值/血量——
                          1.Healers restore HP at rate of 1HP / 0.1s (10HP / second).任何形式的治疗都保持1HP/0.1s的速率,即每秒10HP。
                          2.Healers decrease damage and duration of Fire DOT by half.任何形式的治疗都能使持续性伤害(DOT)的时间和伤害减半。
                          3. Heal amount applied instantly but regeneration takes time. Amount of given health will never be more than (Max Health - Current Health).任何形式的治疗可以瞬间生效,但是恢复速率不变(10HP/s),当前的生命值不能超过最大血量(这不是废话么


                          收起回复
                          来自Android客户端13楼2017-04-25 08:52
                            Armor护甲——
                            Depending on integrity armor absorbs different amount of the damage.护甲吸收的伤害取决于护甲的完整度。
                            75点及以上——吸收75%伤害
                            50-75点——吸收65%伤害
                            低于50点——吸收55%伤害
                            注:此处只讨论特警和生存专家除外的普通护甲


                            收起回复
                            来自Android客户端14楼2017-04-25 09:00
                              Movement speed移动速度——
                              1.walk speed (aka jogging), units/s行走(慢跑)速度 383
                              2.print speed, units/s奔跑(冲刺)速度 460
                              3.Speed multiplier when ADS瞄准时的移速惩罚 ×0.4
                              4.Speed multiplier when crouching蹲伏时的移速惩罚 ×0.4
                              5.When ADS and crouching multipliers will not stack蹲伏的同时瞄准不会叠加移速惩罚,依然×0.4
                              6.Movement speed depend on two factors: Low Health Speed Penalty and Weight Mod.移速取决于两个因素:低血量速度惩罚和负重变化。


                              收起回复
                              来自Android客户端15楼2017-04-25 09:12
                                (接上)血量损失最多造成15%移速损失,满负重(15或20)造成8%移速损失。其中,速度的损失是线性变化的。
                                计算方式:Movement speed = Speed x (1- Low Health Speed Penalty) x (1- Weight Mod)
                                移速=基准速度×(1-血量损失惩罚)×(1-负重增加惩罚)


                                回复
                                来自Android客户端16楼2017-04-25 09:16
                                  Doors焊接门——
                                  Doors has 2 types of the health.
                                  Max Health / Max Weld Integrity HP.
                                  Max Health cannot be restored, Weld Integrity can be restored by Welder. Door will break when either - Max Health or Weld Integrity become zero.
                                  If door is under attack Welder will be restoring only 60% of normal amount of HP that it could restore per single attack.
                                  焊接门的血条分两种,最大耐久和最大焊接完整度。两者任意一种为0时,焊接门破损。如果门正在被攻击,焊接效率变为正常值的60%。


                                  回复
                                  来自Android客户端18楼2017-04-25 14:03
                                    (接上),焊接的工作频率为0.2s,即每秒5次,每次焊接能增加68/减少110完整度。支援兵(Support)拥有更高的焊接效率,并且能修复破损的门,每次修复7点,累积255点时完成修复


                                    收起回复
                                    来自Android客户端19楼2017-04-25 14:07
                                      Dropped items掉落物品——
                                      Weapons dropped by players keep exist for 300 seconds.玩家掉落的武器保存300s
                                      Dosh dropped by player keep exist for 120 seconds.玩家掉落的钞票保存120s
                                      Sawblades and bolts keep exist for 180 seconds (3 minutes).锯片和弩箭保存180s
                                      Re-pick up and drop items again will reset the timer.重新装备并扔掉物品会重置保存时间


                                      收起回复
                                      来自Android客户端20楼2017-04-25 14:16
                                        Falling damage坠落伤害——
                                        1.Game simulates Free Fall and Acceleration of Gravity. Normal in-game gravity acceleration = 11.5 m/s^2. Maximum falling velocity = 40 m/s.游戏模拟了自由落体和重力加速度。游戏中正常的重力加速度为11.5米每平方秒,最大坠落速度为40米每秒。
                                        2. To take falling damage player should have velocity greater than 13.25 m/s.玩家的速度超过13.25米每秒时,落地将承受伤害。
                                        3.Such velocity can be achieved when falling from at least H = (13.25)^2/(2x11.5) = 7.634 meters.安全的跌落高度为7.634米。


                                        回复
                                        来自Android客户端21楼2017-04-25 14:24
                                          4.Damage taken calculated by formula: Falling Damage = Rounddown ((100 x (Player's Velocity - 13.25)) / 13.25).坠落伤害计算公式:伤害=100×(玩家速度-13.25)/13.25
                                          5.Depending on view angle, knockback from Double-barrel Boomstick can add up to +/- 5 m/s towards player's current falling velocity.根据角度的不同,双管跳至多可以产生5米位移。
                                          6.Unlike players, ZEDs does not take damage from falling.丧尸不承受任何坠落伤害。


                                          回复
                                          来自Android客户端22楼2017-04-25 14:33
                                            Sell price modifiers关于武器售价——
                                            1.Purchased weapons can be sold at 75% of their original price.已购买的武器能以原价的75%出售。
                                            2.Starting and ground weapons can be sold at 50% of their original price.初始武器和随机掉落武器以半价出售。


                                            回复
                                            来自Android客户端23楼2017-04-25 14:39
                                              Camera effect durations镜头特效持续时间——
                                              Blood 流血1.5s
                                              EMP 电磁脉冲5s
                                              Fire 火焰1.5s
                                              Puke/Light Puke 呕吐10s
                                              Scream 尖叫6s
                                              Heal 治疗1.5s
                                              Flashbang 闪光弹3s


                                              回复
                                              来自Android客户端24楼2017-04-25 14:51
                                                Radial damage "ring" sound径向伤害音效——
                                                After getting hit by the radial damage sources (eg. explosives) player will be affected by the shellshock / ear "ring" sound. Maximum duration of this effect is 10 seconds. Duration of the current effect depends on player-source proximity. The closer player to the damage source epicenter - the longer effect is. It takes 0.5 seconds for this effect to appear after player gets hit.


                                                收起回复
                                                来自Android客户端25楼2017-04-25 14:57
                                                  Penetration resistance穿透力抗性——
                                                  All players have penetration resistance of 1.任何玩家均拥有1点穿透力抗性,子弹穿过玩家身体会减伤。
                                                  Player mass玩家的质量(体重)——
                                                  All players have mass of 65.任何玩家体重均为65(kg)。
                                                  Grenade toss rate手雷投掷速度——
                                                  Players throw grenades at rate of 1 grenade per 0.6s (100 grenades per minute)玩家每0.6s投掷一颗手雷(每分钟100颗)。
                                                  Emote a***tions表情动作——
                                                  Has cooldown of 6 seconds.冷却时间为6s。


                                                  收起回复
                                                  来自Android客户端26楼2017-04-25 15:04
                                                    ZED AI player targeting丧尸选取目标的机制——
                                                    以下情形中丧尸不改变当前的目标:
                                                    1.Not enough time passed since the last enemy change time (min - 5s).已经转移过一次目标,且距离上一次转移的时间不足5s。(这叫丧尸的专注
                                                    2.New potential enemy already targeted by at least 3 other ZEDs.新的潜在目标已经被其它的最少3只丧尸盯上。
                                                    3.ZED currently doing melee attack.丧尸在进行近战攻击。
                                                    4.Current enemy within ZED's strike range.当前目标在丧尸攻击范围内。
                                                    5.ZED's AI paused.丧尸的AI思考停顿。


                                                    收起回复
                                                    来自Android客户端27楼2017-04-25 15:22
                                                      6. ZED has LOS on its current enemy and that enemy also closer to ZED than its new potential enemy.丧尸能看到当前目标,并且该目标比新的潜在目标离它更近。
                                                      7.If ZED can see current enemy and cannot see its new potential enemy.丧尸能看到当前目标,看不到新的潜在目标。

                                                      以下情形中丧尸可能改变当前目标:
                                                      1.ZED does not have LOS on its current enemy.丧尸失去对当前目标的视野。
                                                      2.Distance to current enemy is 20% greater than distance to new potential enemy.丧尸离新目标有20%更近的距离。


                                                      收起回复
                                                      来自Android客户端28楼2017-04-25 15:32
                                                        3.丧尸前往当前目标的道路被新目标阻挡,且新目标对其累积造成了最大生命值10%的伤害


                                                        收起回复
                                                        来自Android客户端31楼2017-04-26 08:42
                                                          4. 丧尸看到新的潜在目标,该目标被其余3只以下的丧尸盯上,并且“丧尸的当前目标数量/丧尸新的潜在目标数量”比值大于0.5(当丧尸距离玩家不超过15米时,开始该情况的赋值计算,核对有多少其他的丧尸盯上玩家的半径——每个玩家周围10米)。


                                                          回复
                                                          来自Android客户端32楼2017-04-26 08:56
                                                            ZED AI frustration丧尸AI智能的挫败感——



                                                            回复
                                                            来自Android客户端33楼2017-04-26 09:10