在早期游戏中,这不可能总是被探测到,因此游戏玩家你需要一个备用方案。
In the early game, this cannot always be detected though, so you'll have to have a backup plan.
他们可以在游戏中的任何时间被使用,而不仅仅是在早期的快攻中。
They can be used anytime in the game, not just in early rushes.
你必须开始一个新的保存游戏,与补丁,早期的选择有显着的影响,你在游戏中后期看到的,和整体经验。
You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
在早期的三维游戏中这不是个大问题,但在新制作的游戏中这是一个大问题,所以让我们看看怎么来处理它。
In early 3dgames this was not a big issue, but in next generation games this is a big issue, so let's see what we can do about that.
Bowder和我讨论了游戏中早期使用追猎者的预想。而且一旦升级了闪现技能,追猎者在中期游戏中是一种非常适合微操的单位。
Bowder and I discussed how he envisioned it used in the early game and then once its ability, Blink, had been upgraded that it would serve as a very micro-able unit into the mid-game.
Bowder和我讨论了游戏中早期使用追猎者的预想。而且一旦升级了闪现技能,追猎者在中期游戏中是一种非常适合微操的单位。
Bowder and I discussed how he envisioned it used in the early game and then once its ability, Blink, had been upgraded that it would serve as a very micro-able unit into the mid-game.
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