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回報翻譯問題
Attackers capture a point and it stays captured forever
if defenders loose a point (archers) they cannot capture it back
archers are extremely useful, they kill defenders or defender archers kill attackers pikers
defenders don't worry about spawn points but if they loose someting it stays lost.
and if they get executed they loose lot of time
if the attacking team can break the first game with few losses, they get to the commander with many respawn points
the mode is pretty balanced, but in diferent ways for attacking team and defender team, each team has strengths and weaknesses
you can loose almost all your respawn points before the first gate and break it and then get some reinforcements and the break the second and kill the commander
or yu can get with 35 spawn points to the commnader and get killed over and over again
it's totally unpredictable
i like this mode
but we need new maps asap
In other games, they just do two games, switching, and then declaring the winner based on which team got the farthest.
But they did it as one game instead, which is rather odd. No doubt there will be balance issues for a long time.
My post is talking about the design philosophy behind Breach and its problems due to the fact that the Attackers have THREE different ways of losing whereas defenders only have ONE. The reason I didn't address other issues is because:
A: People have already addressed them in ways that I felt my two cents wouldn't add anything extra to that conversation.
B: I feel as though refining the design philosophy behind Breach COULD solve many of these problems or make them more managable for everyone.
I didn't factor in player behavior in my analysis because player behavior is too unpredictable to really nail down those issues. I held player skill and everything else equal as it would just have been a headache to factor that it as well. Ceteris paribus if you will (all other variables held equal).
Though I am curious to those who said Attackers have it easier than Defenders why you feel this way? Is it because of the players on each team having differing players which WOULD effect team performance? Or is it because you disagree with my philosophy?
Overall, I'm very happy to see people discussing Breach in hopes to improve it.
You push the ram through two checkpoints with an added team boss fight.
There is a big timer of 30 minutes.
There are "obsctacles" along the way that serve to slow down the ram. Which slows down the match until the attackers break through.
There are attacker tickets to serve as a means to impose a need of urgency to get passed the checkpoints. In addition to the tickets, there is a hefty respawn time to reward revives. This again, slows down the game somewhat.
The defenders have too much time on their side to defend the area.
Then there's the matter of playing with rando's with no clue how the game works.
Limited spawns are not really a problem unless you get a team where everyone fights alone and respawn immediately. Plus you get a bunch of tickets after the first gate which is not hard to break. After the first gate the 4th point usually really easy to conquer because the defenders most likely out of position.
I think I have more fun playing as an attacker too.
the meta of defender is obviously more easy.
But with lock of archerpoints, +tickets and balista that kills commander easy the attackers are in advance if they dont make major mistakes.
They just need to revive and stay together. Cause of the thremendous respawn delay from defenders they can achive critical advantages.
Of course only if all know what to do and when.
Flaw is the pre-decide what result in high frustration. You can smell your win/lose 20 Minutes before the game really ends. 20 Minutes are a very long time in a beat em up game.
My sentence might not make sense. I may have been distracted by a profile pic.