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[分享] 2008.7.14帝国全面战争陆战FAQ5

本主题由 God 于 2008-8-31 02:52 AM 解除置顶

2008.7.14帝国全面战争陆战FAQ5

Hi guys,/ _9 L* F- F/ O& |$ J
Welcome to our fifth Empire: Total War FAQ. This month we are focusing exclusively on your Land Battle questions…
- ^$ w& e1 }0 h! u: DWith so much of the warfare in the period being focused on the use of gunpowder, will there still be a role for melee units?
7 B: {5 G) j! P( O8 [Despite the emergence of gunpowder, melee and dedicated melee units remain important parts of warfare in Empire: Total War. Flintlock, muzzle-loading small arms were unreliable, relatively slow to reload and not always accurate. If you were sensible you carried a sword, or a bayonet, or both, or an axe or almost anything as a backup weapon. Once you’d fired, you had a tactical choice: try to reload before the enemy closed to stabbing range, or charge home before he could fire and reload. Hence the need for melee combat. The comparative short effective range of musketry makes this a ticklish problem for commanders. At the start of the period, players will have to make the choice between shooting at the last moment and not being prepared for melee or fixing bayonets. The land battles are being designed so that there is no single ‘right answer’ to that decision. This ensures that the tactics of timing and manoeuvre are vitally important. The period was full of successful bayonet charges and cavalry attacks. There’s a huge, rich variety in the period and we’re determined to get all that flavour into the game. Empire is definitely not just Rome or Medieval with gunpowder units.
& U* v: u2 m' e# ~- F* SWith ranged combat being so much more important to the way land battles work, will units be able to use cover and stances to protect themselves?% X, n; Z( i7 j9 R) `8 z$ u8 N
Absolutely, finding cover on the battlefield for your units introduces a brand new idea to the land battles. Buildings on the battlefield can become a tactical focus of battle because of the cover they provide. Historically, farm and village buildings often saw some of the most ferocious fighting in many famous battles of the period, from Blenheim to Waterloo. Empire allows for this by letting men deploy in buildings for the first time in a Total War game.
/ R0 ?1 o) ~" \6 T" S4 J/ I' pThere is a downside, of course. Concentrating your men in buildings makes them prime targets for enemy artillery. All the buildings on Empires battlefields will be destructible so the walls can come tumbling down!
0 r2 z3 U/ o3 k- p/ TBuildings aren’t the only cover. There are deployable items such as chevaux de frise (a kind of portable barrier studded with hideous spikes and blades) and earthworks that provide partial protection for units. The walls, trees and the outside of buildings that can be used as cover too. In addition, some units (skirmishers, in particular) are trained to fire from a prone position in order to reduce their vulnerability to incoming fire.
9 B% c- p' G1 T- w. P4 U/ xWith ranged combat now so crucial, will the land battle engine UI display areas of fire in addition to unit range?& e- u7 p% Y! B; o* c5 X- O2 m
Aside from range, the battle UI will enable the player to view a unit’s line of sight and there are elements that communicate unit movement and fields of fire (the area that can be hit by a unit with its current facing and formation).
: x3 Z9 ?) e7 ]3 jWhat effects do the weather and environment have on armies in battle?
; B* I7 i9 Z% VWeather and the battlefield environment will have a variety of effects on the armies in battle. Fog and smoke influence line of sight, while rain affects rate of fire (or even whether a unit can fire at all) and the chance of misfires. The environment meanwhile will have a range of effects on troops via fatigue. Troops will tire on the battlefield if they march uphill or through mud and, as result, you’ll see their rate of fire and accuracy diminish. Ground types will also affect the movement rate of all troop types, as will obstacles like walls. This only goes to promote the importance of manoeuvring your units with care. If a unit is slowed and fatigued by mud, or commanded to climb over a wall whilst under fire, they could be cut to ribbons in no time by a well-drilled enemy.' z9 n. y7 j, V$ F
Uniforms in that time period were mostly similar, how will you keep armies from becoming clones again?
; `% ?3 P: v0 A5 {; A% d& nNot all units are created equal - a number of units are not ‘regular’ army troops, and have plenty of scope for variation. Each unit we are using has a variety of different faces, hair colours, haircuts and facial hair. Unit equipments, such as backpacks and ammo pouches, have a variety of positions and sizes and there is also some variation with unit weaponry.; r9 `% t9 y$ H: F% J# h
We’re also introducing a system that allows us to alter any part of the unit on a per-unit basis, so for each unit type we can add variety wherever possible and appropriate.  Even the most uniform of uniforms can have hats at different angles, some buttons unfastened, shorter or longer coat tails, different shoes and all manner of visual flavour.  Of course, with the more exotic unit types the world is our oyster!
' e+ N: N5 {& M3 }; v$ I9 ?Faction colouring is done in a cunning way, and we can have slightly different areas of faction colour on each soldier. Dynamic dirt and wounding will mean that in the heat of battle, every man in the unit will display a different level of grime and injury. All of this is intended to give us as much flexibility in de-cloning the units of men as possible.
! i/ h% Z" ]; |4 N/ j# x1 \6 aWill we have the ability to dismount men pre-battle?% X5 p, Y$ s: t2 ~- X
Better than that - dragoon units will be able to dismount and mount during battle. Dismounting is a unit ability that won’t be available to all units and must be selected through the tech tree. This opens up many strategic possibilities - dragoons can for example, ride to buildings or areas of cover on the battlefield, then dismount and fire from the cover they’ve seized. Before battle there will also be a few units that can choose to fight on foot or horseback (but can’t change during battle).. Guns will also be able to limber and unlimber on the battlefield; this means that horse artillery will gallop to where they are most needed.
1 _- T' p$ ~# D8 K, Z, fUnits could deploy stakes in Medieval 2 - what kind of deployable items will be available on the battlefield?' ?' ^& s- Y+ A& g8 V
There are a variety of weapons and defensive structures that can be deployed in battle. Some in real-time, others in the deployment stage of battle. We’ve already mentioned the chevaux de fries. This can be deployed in the pre-battle deployment phase and provide an effective defense against cavalry charges and limited cover. Other examples include the infantry earthworks and gabions (large wicker baskets filled with earth), which can be deployed pre-battle, and provide significant defensive cover form small arms and artillery fire. The latter is a defensive emplacement that offers strong protection for artillery units from small arms fire but fixes your artillery to a set field position - lose the position, and you may have lost your guns! There will also be items such as wooden stakes, depending on other factors.% r& A$ V: K5 n  p; Z) I# Z
How will fixing bayonets be handled - will it be an order you can issue?& i  o4 d9 F8 A* Z, d
The order to fix bayonets can be given to any, musket armed, infantry unit that carries them in battle (and not everyone did, strangely). At the start of the period, a bayonet plugged into the gun barrel like a cork in a bottle - the musket became a heavy spear, but could no longer fire. As the game progresses, more advanced bayonet technology becomes available, including ring bayonets and eventually socket bayonets. The socket bayonet in particular didn’t interfere with loading or firing. Actually, that’s not quite true - historically the French decided to offset their socket bayonets above the barrel exactly into the firer’s eye line. This made aiming a bit of a tricky exercise.
4 w$ _, b* A, \; J% Q8 kWill there be different types of ammunition available?5 q1 T; {5 v9 k
Artillery units in Empire can gain access to a variety of ammo types that can be selected by activating a unit ability in battle. Ammo types include explosive shot - these are cannon balls that fly towards their target and then burst and fragment, showering an enemy with shards of metal that can be devastating to a unit of infantry. Canister shot or grape shot works in the similar way but at a shorter range, turning a cannon into a giant sawn-off shotgun. Then there are grenades which are delivered via grenadiers on the battlefield, with their range and effectiveness based on the experience and training of the unit.
+ n  A& D0 P4 Q1 X2 I1 x. II hope you have enjoyed our Land Battles FAQ. Keep your questions coming on our official forums and stay tuned to www.totalwar.com for the latest updates!+ B  q7 n' T& P+ x$ f5 S; U
Take care,, @6 Y1 Y" o. ]
Mark O’Connell" {, e" z: E. y- }

  f- x1 |; \& Q& m0 _9 W[ 本帖最后由 wiinds 于 2008-7-14 03:18 PM 编辑 ]
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LZ快翻译
战队ID:[LONG]Odyssey
UTALK号码:45262535
语音呼叫代号:Ody
擅长游戏:STW、MTW、VI、RTW、BI、MTWⅡ、Kingdoms、Retrofit
                   目前打杂

态度决定一切
Forge My Destiny

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给我时间
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简单点,有一大堆的单字不认识,只说重点
; G" x* x- b) I& a帝国早期刺刀是插入式,你要在开火还是近身战斗中选择。刺刀到后期就会就会有环装刺刀和插座刺刀6 @6 S" `6 @: T8 W9 U# c% o3 G
农场和乡村的建筑物将成为战斗中一个关键,当然炮兵可以威胁你在这些建筑物的士兵。一些单位skirmishers(应该是轻步兵)可以俯卧姿势或利用战场上的墙壁,树木来掩护。
7 F5 [2 W9 N3 s  m. T可以在战场上设置防御工事,看过那个时代的电影的都应该对柳条里装上泥土的炮兵工事有印象。% z8 J5 W# D  j0 c
天气将影响战场,比如大雾和火枪,大炮开火所带来的烟雾会影响敌我双方的战场视线,而大雨会影响地面,是有些地形泥淋不堪,影响所有作战单位的移动
: q  Z9 p# g3 S$ v' Z士兵的制服,装备,发型,模样不会有太多的重复,每个人在单位内将显示一个不同程度的污垢和伤害。  R* b/ @/ A% z( g  F
       能力有限期待高手翻译,不过我全部看完了,只是打字麻烦
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[ 本帖最后由 wiinds 于 2008-7-14 03:22 PM 编辑 ]
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明天去找人一块翻
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占楼等待

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这点可能比较多人关心# N5 j$ P$ r/ M- C. d; y1 i% h" f
   ETW里单位可以上/下马了 不只是在战略界面或是战场部署阶段 在战斗中也可以随时进行
9 a5 }9 e- ~# I( w6 r5 Y       但也不是所有人都可以 已知的就有龙骑兵 他们可以骑马迅速占领一栋建筑 然后再下马躲进房屋里据守 其他还有少数种类的单位可以在战前选择骑马或步战 但一旦选中在战斗中就无法更改了. x( B. N( ]- i& T3 p& j
                象大炮之类的也可以选择是否由马匹来牵引
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接觸此遊戲的玩家需要看準上刺刀的時機, 在射擊後有兩個選擇, 繼續或上刺刀, 玩家需要根據敵軍的距離, 動作而作出判斷, 一般人都認為射擊至最近然後近戰是最安全正確的做法, 但萬變的戰場上根本沒有正確答案, 騎兵與刺刀衝刺成功改變戰事是非常常見的現象.
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火炮的彈藥有多種選擇, 其中一種是有爆炸效果高爆彈, 射出炮彈外殼爆炸後, 碎片再散開傷人, (原理跟手榴彈大致相同), 是對人的長距離彈藥.
; V0 k3 H2 p, l7 Q第二種則是散彈類射擊, 有與高爆彈相同的效果但距離比較短, 簡單點形容就是將火炮改成散彈槍/ Z# L: R/ M9 X& Y
第三種是手榴彈, 理所當然地是由擲彈兵負責, 射程與精度就要看經驗了.
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回复 9楼 ostwind 的帖子

香港的同胞,你来翻吧!
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嗨,伙计们
* F9 a/ q; {8 @5 l! ]
/ W. w2 C* o" S- r 欢迎来到第五期全面战争访谈,这个月我们的焦点全部聚焦在大家关于陆战的诸多问题上
' V; l% h  I& Y/ E& w& I问:这个时期的战争都集中在黑火药上,但各军队间混战(以下翻译成砍人)是否在去战中仍然是个重要“角色”?
% |* k( F) d* Z+ P, H! r! R: O7 E5 s答:嗯那(东北话),在帝国的战斗中虽然黑火药很突出,但肉搏还是重要的一个部分,前装弹式燧发枪(燧发枪介绍http://baike.baidu.com/view/105780.htm)显得不是那么可靠,装弹显然太慢,并且准确度也不尽人意,如果你够明智,你该装备一把剑,一把双手的(剑?),一把斧子,或者任何一种副武器(能砍人就行)。0 G- e4 G: v1 S7 ]  u
当你开火后,你必须在战术上有个选择,是在敌人打破你阵型前装弹,或在他们开火前改变方向并装弹(掩耳盗铃,我怀疑是看不见敌人就不害怕了),因此必须要进行砍人站,各种的火枪部队阵型实效性的比较给指挥官带来了一个棘手的问题,在这个期间之前,玩家将不得不做出选择,在最后时间文明地和谐的开火,而不是抽出刀做俯卧撑似的冲上去狂砍。( r6 F' K7 u! a4 C
这种陆战的设计,以至于没有“绝对正确地选择,这个确实战略上的时间和谋略的控制变得决定性重要。0 L3 W" P2 H' J  ?+ I& M# C0 t5 F+ C
这个时期充满了成功的刺刀战和骑兵攻击,这个时期(他总说这句话)的多样和丰富的选择,使我们决心去体会游戏中这个时期的全部味道。0 s) m7 d! `9 d$ o8 _
很显然并不像罗马和中世纪那样单纯地使用火枪部队(???)% E0 l/ v8 P  A8 s6 P$ A
6 S1 h9 z, B, o( S1 {0 g
问:陆战中,步兵的队形变得如此重要,然而部队是否可以利用掩体和作战姿势来防御哪?. \, ?, U' _1 A9 y' l
答:当然,在战场上,给你的部队寻找并带来一个掩体,会成为一个新的焦点,在战场上建筑物是一个战略焦点,因为它为他们提供掩护,从布伦纳到滑铁卢,在这个时期,事实上,一些著名的惨烈的战斗常发生农庄或乡下的那些建筑物附近。在全站游戏中,帝国全站是第一个允许在建筑物内部布置士兵的。
' L% Y8 s% T4 ?" ^' _$ [  N    当然也有一个缺点,把你的部队布置在建筑下,同时也为敌人的炮火提供了一个完美的靶子,在帝国陆战中,所有建筑物的墙壁都可以被摧毁。建筑并不是唯一的掩体。可以建造绊马索(或防栏)和土墙为部队提供不完全的防护(阵地战?)。* g" U% A% X" X( j' i6 |) \$ @6 F
    墙,大树,暴露在外面的建筑物(家徒四壁)也能可以用来掩护。另外一些并兵种,如斥候,散兵等,还可以通过训练掌握卧姿来减少受弹面。
2 o! [* q% G8 k3 Z  n: _- h8 G  
1 e; @; C; s; U8 N7 i8 L0 h) A3 P$ r   部队可以呈现给玩家部队自身的视觉线,而这些因素可能影响部队的射击和行进(好复杂的操作阿,怕怕)
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楼主,你好棒!!

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接上4 y5 _5 T+ U* [. j
. s0 A/ Y, ^* i' u
问 天气和环境对战斗中的部队有何影响?
" s, L5 s& m" m/ h1 Z0 g6 j7 `8 `; p  H' i
答 战场环境和天气对战斗中的部队有诸多影响,雾和烟可以影响视线范围,而且下雨可以影响射击速度,并带来一定的哑弹概率,同时环境也可对部队的疲劳度产生影响。当你的大部队爬山或通过泥泞的道路并射击时,你会发现开火的速度和准确度都会见第。
. K0 r# {' g3 W% A4 U# e- w" Y9 ?     陆地的类型当然可以影响部队的行军速度,例如像一堵墙之类的。这个设定是为了提高谋略在谨慎的指挥部队中的决定性作用。如果一支部队缓慢的走过泥潭并被它弄得精疲力竭,或者被指挥去跳过一堵墙来躲避敌人的火力,这个时间足够被训练有素的敌人把你剪成碎布条了~~~~  
& S! u, j9 x$ _) Y$ a; n6 R. G; g" M7 [; U3 b0 H

0 ]6 q4 L8 q; E1 u2 [剩下的明天来写 翻译不好的大家别骂我 如果还看得过去 大家就鼓励一下吧
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哑弹!! 要是在骑兵快冲到面前是哑弹的话...........

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没事儿 那就哭吧

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melee翻译成肉搏比较好些,文雅点就是白刃战,刺刀对刺刀,枪托对枪托,拳头对拳头,脚丫对脚丫,以眼还眼,以牙还牙

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嗨,伙计们8 G- y" ]4 B8 Q6 D& _; e
欢迎来到帝国全战的第五次访谈。这个月我们的问题集中在关于陆战的各个方面。。。6 D7 J7 T7 n- n
既然那个时代的战争的方式都集中在火药的使用上,那么肉搏兵种的存在还有必要吗??2 U! `. I) Q5 {: f6 Z# A
尽管火药的作用开始突显,肉搏以及具有代表性的肉搏兵种在帝国全战的战争中依然保留着重要的地位。- o3 f/ O3 J; ^5 W
燧发火枪,这种前膛装弹的轻武器,因为缓慢的装填速度和无法保证的精确度,而显得并不可靠。如果你足够理智你会带上一把剑,或者一把刺刀,或者两者皆取,又或者是一把斧子以及其他一些能当作后备武器的家伙。一旦你开了火,你就要面对一个战术抉择:是试着在敌人靠近到危险距离之前完成装填,还是在敌人能够开火和装填之前就发动冲锋将其送回老家呢??因此肉搏单位就有必要了。火枪过短的有效射程给指挥官们出了个难题。在初期的年代。玩家必须要作出抉择,是选择持续射击到最后关头却没为白刃战做任何准备还是上好刺刀准备肉搏。陆战被设计成如此,对于战术抉择并没有一个唯一的“标准答案”。这样如何把握时机如何实现机动方面的战术就变得极其重要。那个时代不乏依靠刺刀冲锋和骑兵冲击而取得的胜利。那个时代(的战斗)有着极大的,丰富的内容并且我们决定要把所有的这些特色都加入到游戏中去。帝国将不仅仅是用火药武装起来的罗马或者中世纪。
7 e: t$ [" H7 h, x% z* A6 ]既然队列战斗已经在陆战进行的方式中变得十分重要,那么战斗单位会不会寻找掩护或者采取一些体势来保护自己呢??
# [( R0 y, q; ^8 X; N) l) w. X当然,为你的士兵在战场上寻找掩护是陆战中一个标志性的新特点。战场上的建筑物成为了一个战术核心,因为这些房屋能够提供掩护。从布伦海姆到滑铁卢,在历史上的许多著名战役中都曾经出现对农场或者村庄的残酷争夺战。通过让单位能部署在建筑物内帝国首次在全战游戏中实现了这一点。
  _0 S3 D1 ?7 P8 u4 D9 v  H1 w' g/ s当然,这样做也是有不利因素的。将你的士兵都集中在房屋内会使他们成为敌人炮兵的最佳目标。帝国里所有的建筑物都是可摧毁的,因此在炮火下掩体会被打垮。9 m( ]8 F! b7 U' a
建筑物并不是唯一的掩体,还有一些可以布置的道具比如说防马栅 (一种便携的栅栏上面布满了可怕的枪尖和剑头)还有地面工事可以为单位提供一定的防护。矮墙,树木,还有房屋的外壁都能够提供掩护。另外,一些单位(特别是散兵)被训练成可以采用卧姿射击以保护他们的要害不暴露在火力之下。) X' ~4 ?8 x9 ~+ b* o9 U
队列战斗显得如此至关重要,那么除了射程外战场界面还会有其他关于火力范围的因素吗??( k5 _2 V; W  Z2 ?# o/ b: Q: l
除了射程以外,战场界面还会让玩家能查看单位的视野以及单位行进和射击区域(单位现在的面对的方向和阵型所能击中的区域)等影响射击的因素。* y7 h8 ^+ C% o( m2 D# ?
在战斗中,天气和地形会对军队有什么影响吗??) L$ x3 ?. @8 i: V
天气和环境会对战斗中的军队产生各种各样的影响。雾和烟会影响到单位的视线,雨会影响火枪的发射速率(甚至单位根本无法射击)以及哑火的几率(译者按,原来那个时候的火枪下雨时候也能发射啊)。地形会对部队的精力造成影响,当部队往山上行军或者穿过泥泞地形时会感到疲劳,疲劳会降低部队的发射速率和命中率。地形的类型还会影响到各种单位的行进速度,比如一堵碍事的墙。这就提升了小心布置单位机动的重要性。如果部队在泥泞中挣扎和消磨,或者被命令在敌人的火力下翻过一堵墙,他们会很轻易的被训练有素的敌人打成破布。5 |5 s0 ^- O+ j7 z
那个时代的制服大多都很相像,你要如何保证单位的样子不会千人一面呢??
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并不是所有的部队都居于同等地位,一些部队并不是“正规”军,因此有很多可以变化的要素。我们制作的每一个单位都有不同的面相,发色,发型,还有胡须样式。单位的装备,比如背包子弹袋都会有各种不同的样式和规格,部队的武器也会有各种变化。
. X" V3 q3 b5 d6 s$ b我们还应用了一种系统让我们能以个体为单位调整细节,所以每个单位类型我们都可以做任何可能和合适的变化。甚至是相同制服都可以做出不同的帽子角度,几颗没扣上的扣子,或长或短的衣服下摆,不同的鞋子以及其他各种视觉特色。当然,各国部队单位的差异也给我们发挥创意的空间(这句话的意思是我猜的,哪位高人能指点一下确切意思 )。
2 g. T0 W% u% q" Y派系的颜色通过巧妙的方式表现出来,我们可以通过细微的颜色差异来辨别每一个单位的派别。动态污垢和伤痕意味着在激烈的战斗中,每一个单位的身上都会表现出不同层次的污渍和伤势。以上这些因素都为我们提供了防止单位雷同的灵活要素。/ j$ j1 u( s: Z
我们能让单位在战前下马吗??" @. h/ c1 h; v) b1 V* `
比那个更好-龙骑兵能够在战斗中上马下马。下马是一种兵种技能,不能被所有单位使用,并且必须从科技树中选择出来。这一技能带来各种策略的可能,举个例子,龙骑兵可以骑马到达战场上的建筑物或者掩体,然后下马,占领掩体然后开火。在战斗前还有些单位可以选择是步行还是骑马战斗(但是战斗中无法改变形态)。在战场上火炮也能选择是装置上马车还是从马车上卸下,这就意味着马车可以运载着火炮快速移动到任何需要的地点。
1 u  j8 k9 K( S+ w在中世纪2中单位可以布置木桩,那么帝国中会有哪些道具可以布置在战场上呢??
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有多样的武器和防御设施可以被布置在战场上,一些是即时布置的,一些是事先在战场上布置好的。我们先前提到的防马栅,就是在战斗前布置阶段安放在战场上并且可以提供有效的反骑兵冲锋和有限的掩体作用。其他的例子还包括步兵战壕和篾筐(一种柳条制的大筐里面填满土),可以在战前布置阶段安置,并且对轻武器和火炮的射击有着明显的防御和掩蔽效果。其中后者是种炮兵掩体可以为火炮提供对轻武器的有效防护,但是会让你的火炮被限制在一个固定炮位上,这意味着一旦炮位被敌人占领你就丢了你的火炮!还有其他各种道具比如木桩,能发挥其他各种功能。/ T, w* v1 c3 k# F' h
上刺刀是如何实现的,是通过指令方式吗??
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在战斗中可以命令任何携带了刺刀(奇怪的是并不是每个人都这么做)的火枪步兵单位上刺刀。在初期,刺刀被安在枪口里就好像酒瓶口上的软木塞,火枪变成了长矛,但却再也不能射击了。随着游戏的进程,更加先进的刺刀技术开始出现,包括环式刺刀和最终的套筒式刺刀。特别是套筒式刺刀不会对装填和射击造成干扰。但是,这并不是真实的,历史上法国人发现位于前端的套筒式刺刀会遮住射击手的视线,这使瞄准成了一件需要些技巧的工作(这句话同求高人指点确切意思)4 O- I3 V8 e2 R' X  b
会有不同种类的弹药可以使用吗??
% a2 z6 Y; ~2 p/ b! [" P3 a帝国中的火炮可以通过激活单位技能来使用各种不同的弹药。弹药药类型包括炸裂弹—这种炮弹会飞向它的目标,然后炸开来,将金属弹片倾撒向敌人并且将他们撕碎。在近距离使用的榴霰弹和散弹也有同炸裂弹相同的威力,就如同将一门炮变成一把巨型短管散弹枪。还有由战场上的掷弹兵投掷的手榴弹,它们的威力和距离由单位的经验和训练度来决定。: e" {0 S; F( |4 F  r
我希望你能喜欢我们这次关于陆战的访谈,继续在官方论坛上提问,经常访问www.totalwar.com 关注最新消息
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9 d* H2 p4 B( v1 U[ 本帖最后由 kevinly1984 于 2008-7-23 04:25 PM 编辑 ]
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翻译水平有限,有错误还希望大家多多指点

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不错啊,还能翻墙啦。
马殿满赛!

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制服方面实在令人无语............
马殿满赛!

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