[v70] 吉斯洋基弓箭手及其使用理由

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希克斯之歌
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快速了解弓箭术,让你在聚居地建立专属吉斯洋基人区域 简介 你可能在玩这款游戏时开始考虑组建军队。如果你看过网上的一些帖子或攻略,它们很可能提到弓箭手非常强力,甚至你自己可能也注意到了这一点。你可能也听说过,特定种族——吉斯洋基人(游戏中被错误地称为Tilapi)——在弓箭术方面比其他种族更出色。而顿多里安人显然不是优秀的弓箭手。 不过,你可能拥有人类聚居地,并且讨厌其他种族,像一个优秀的小十字军一样,你要净化世界上的其他“害虫”。 我曾经也是这样想的,但我在想,我是不是错过了什么?这在游戏后期真的重要吗?可能不行,我的意思是,反正你最终都会拥有100%熟练度的精英弓箭手和顶级装备,何必呢?不过我研究了一下,现在我想说服你在你的定居点里建造一个吉斯洋基弓箭手聚居区。 弓箭的两个主要部分 首先,哪些属性会影响弓箭技能,影响程度如何?其实很简单,有两个:装备(弓)和士兵技能。 我们先从弓开始说。由于游戏设定比较真实,每个士兵需要5件装备才能正常作战,所以一个合格的弓箭手必须配备5把弓。目前为止,这一切都说得通。 第二个是技能,这是一个基于训练的值,范围在0%到100%之间。简单来说,100%的训练度对应1.00的弓箭技能值。而关键在于:技能值会直接乘以一个种族技能修正系数。修正系数如下: 亚尔戈纳什人、坎托人:0%(无法使用弓) 东多里安人:75% 人类及其他所有种族:100% 吉斯洋基人:150% 看起来差异很大,但这会影响什么呢?在更高技能等级时会趋于平衡吗?首先让我们了解有哪些战斗属性以及它们受到的影响程度。注意,由于这是一个乘数,坎托人和亚尔戈纳什人在弓箭训练为0%和100%时的射击效果完全相同。 战斗属性 有几项战斗属性,我们以一名人类弓箭手为例,技能50%,弓箭熟练度3/5:

嗯,看起来还不错,如果技能达到100%且每人配备5把弓,他的属性会怎么样呢?

哦,哇哦?射程刚刚翻倍了?不止如此,它们现在的射击速度也快了两倍多。嗯,这确实带来了很大的不同。 注意:这是来自v67版本的内容。在v70版本中,这些数值有所降低——弓箭能力被略微削弱了。 装备效果 遗憾的是,我没有确切的公式可以提供给你们,但关于装备,你们基本上可以这么说:它能提供巨大的加成——比技能加成还要大,而且这种加成会被技能大幅放大。因此,无论是在低技能还是高技能水平下,弓箭的数量都非常重要,但技能越高,装备的效果就越显著。你的弓箭手可能技术娴熟,但要记住,没有5把弓箭,他们就无法正常发挥!不过,我们还是直接进入种族部分吧,这难道不才是本指南的重点吗?技能效果 这次我直接给大家上数据表格,我认为数据比文字更有说服力。我们直接来看顶级水平,即100%技能、5/5弓的情况。我将每秒射击次数替换为每分钟射击次数,这样看起来更直观。 种族|射程(格)|准确率(%)|每分钟射击次数|最大角度|力量|穿透伤害 ---|---|---|---|---|---|--- 多恩多里安(75%)|182|95|7.87|117.3|10.6| 人类等(100%)|206|100|20|75|18.4|12.8 吉斯洋基(150%)|258|100|20|75|20.6|17.2 在v67版本中,吉斯洋基的射击速度是人类的三倍,但遗憾的是射击速度存在上限,除多恩多里安外,其他种族都能达到这一上限。 尽管如此,吉斯洋基不仅射程高出20%以上,伤害也高出35%。这在面对装甲目标时尤为重要。自v70版本起,士兵可以装备盾牌,这使得额外伤害变得更加关键。亲自验证 如果你想知道我是如何得出这些数据而非公式的——所有信息都在游戏内。你需要进入部队编辑界面。

Then just hover over the highlighted section which represents archery. It shows the attributes your army would have if they were trained and equipped fully as you ordered here. You can check any combination of race, skill %, equipment etc this way without training anyone. This might be helpful if you're curious about particular scenario or if you are playing on newer version of the game(guide was made on v67 and updated on v70). Strategic considerations I hope I convinced you, that whenever you want to use archers, there is really no reason to use any archer other than Githyanki, unless you came here from Stellaris and you are currently on your fanatic purifier run(but then why aren't you running it as Githyanki?). Still, when I first wrote this guide archery was op, so you could basically stomp everything with pure Githyanki archers and nothing else. Things changed and there are key considerations to note. ShieldsThere is a parrying mechanic that applies to incoming missiles too. Parrying in this game reduces damage. Shields provide a huge bonus to parrying(300% when fully equipped), so extra damage is really important. Friendly fireYou might often find yourself in situation, where enemy is engaged with your melee unit and your archers are behind. This is why it is very important to have archers with very high skill and full equipment - 100% accuracy almost mitigates it. As far as I understand the mechanic, archers have pinpoint accuracy at this point, but once projectile leaves his bow it's fixed on its trajectory(sorry, no homing missiles), therefore unit movement can cause accidents. Without high accuracy you might find more units die from friendly fire than enemy. Even worse, very bad archers can hit their fellow archers in the same unit. HorsesWhile horses can help enemy units to reach your archers faster - horse archers are a thing too. They don't shoot while riding, but while enemy armies rarely have everyone on a horse - nothing stops all your archers from having them. AmmoOne of the most debilitating constraints. Archers only have 40 arrows, if you try to defeat much larger force with archers - even horsed ones that enemy can't catch - you'll be caught with your pants down once supply runs dry. As for my testing - heavily armored units with shields can withstand all 40 salvos from top tier archers and kill them afterwards. TerrainTrees and other object will block projectiles. This is usually easy to mitigate, just keep this in mind when positioning. Important notes So this guide compares mostly units at the top tier, with max skill and equipment. Race plays significant role. It's then crucial to provide adequate amount of bows, even at the cost of archer division size. Key takeaways: - the higher the skill the more race matters(and you know who's the best) - equipment provides larger bonuses than skill levels(10% archer with 5/5 bows is better than 100% archer with 1/5 bows) - very high skill together with top equipment is much better - archers will be almost useless on low skill/bows, they will kill more of their own unit than enemy unit they shot at, normally I don't even deploy them before 50% skill and full bows - if you can afford this, give your archers a sidearm like falcata or spear, so they aren't useless after running out of arrows(and if you do, don't forget about a bare melee training) -if you really insist on making other races into archers, for the love of god just don't do it with dondorians Sun Tzu says: Give a man a bow and he will be a crappy archer. Give a man 5 bows, and he will be better than 5 other men who only have one bow each. But better give those 5 bows to githyanki.