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星際2最新消息合集詳解

2010/12/17 11:45:13 來源:本站原創 編輯:佚名 瀏覽量:201 標簽: 星際2

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【飛翔導讀】星際2最新消息合集:攻城坦克,以及火焰兵的暫時移除與人族新兵種的加入曆史線的第二部分也已經整理完畢

[2008.4.17]藍帖速遞+Q&A35


Despite seeing all three factions, there are still many changes being made to all factions which continue to finesse the gameplay of StarCraft II.

Furthermore, if you are reading this batch, and love StarCraft, show everyone! For the "I <3 SC" event, we've been getting tons of fun entries of StarCraft lovers in their classrooms, playing the game, posing at famous landmarks, and many unique digitally edited entries!

What does StarCraft mean to you?

Make sure you are represented in this wall of fans that will be engraved in Blizzard history. It is very simple to participate- Take a picture and join us!
[ http://blizzard.com/us/inblizz/contests/ilovesc/ ]

For newcomers, if you want a quick rundown on the story leading into StarCraft II- we have it here in a nutshell:
[ http://www.starcraft2.com/features/storysofar.xml ]
[ http://www.starcraft2.com/features/storysofar2.xml ]

Chat with the Devs: The Dev team has been working hard to find the best defense mechanic that works for the Zerg. The latest builds have brought back Sunken and Spore Colonies, with a new twist. Sunken and Spore Colonies can now uproot and crawl to a more advantageous position. Incidentally, Protoss Phase Cannons no longer have the ability to change positions.

Giving the Zerg mobile defensive structures feels a lot more right as this ability opens up many more aggressive strategies in both Zerg mirrors as well as combined with Overlords generating creep to push these defenses up towards the front lines. Furthermore, there definitely is something about watching defenses crawling around that just seems very Zerg-like. Its worth noting that Zerg defenses while in mobile form have fewer hit points and are more vulnerable to attack.

Gameplay Blog: Over the past few weeks Ive really been practicing up with the Terran faction, as it is probably the one that I am weakest at playing with. After getting beat about three or four times and finally getting my build order up to speed, I realized Terrans actually have a huge advantage in StarCraft II with being able to block off choke points to your base with ease.

Currently, on most maps a Terran player is able to block off their base entry point before the enemy is able to scout, making it nearly impossible for the enemy to find out what the Terran player is doing behind that wall. With only a few Marines and a couple SCVs, the Terran player can fend off most early attacks, especially since they usually also have a higher elevation sight advantage.

Three popular options amongst the staff playing at Blizzard include:

1) Tech straight to Banshees, which have a very powerful single target attack, and can be researched to cloak. This unit devastates if the opponent is not prepared with both anti- air units as well as detectors.

2) Tech straight to Reapers, which can jump up and down hills without a spotter, and get an added bonus damage versus light units. What this means is that the Reapers are able to quickly get in an enemys resource line to annihilate workers at an astounding rate, as well as get out before the enemy can react. This works great if you can scout/scan to see if their main base is defended well with static defenses. On top of that, did I forget to mention that they can drop mines that do significant damage towards buildings? Yes, that means with a handful of these guys, you can drop enough mines to take out whole Hatcheries/ Nexuses, or strategically use them to take out Pylons or tech buildings. After you drop the mines, jump back out of combat and let the mine cooldown reset for another round of raids.

3) If a Terran player bunkers up as mentioned above and no attacks are made by this player, one way an opponent may respond is to expand and build a stronger economy, as they do not feel threatened. In this case, a Terran player can simply build up a huge force of Marines and Marauders behind the wall without the opponent knowing, and then strike when their opponent drops their guard.

Luckily, the Dev Team is well on top of balance, as they have introduced new abilities such as the Nullifiers Anti Gravity ability to lift up buildings blocking choke points and Nydus Worms to bypass such defenses to keep those Terran players honest. Maps will likely have larger choke points in the future to offer a little more chance for opponents to get a Probe or Drone in early to scout early teching Terran players.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 35---

1. Do Banelings damage nearby friendly units when they explode onto an enemy target? (www.starcraft2.com.au)

No, in the current build the Banelings do not damage friendly units caught in the splash. The splash damage does cover its area of effect range evenly, doing the same damage to enemy units throughout the whole area.

2. When a Nydus Worm is detected, is it possible to shoot it down while it is traveling? (www.starcraftcz.com)

Yes, having detectors in strategic places will keep you from being surprised by an unexpected Nydus Worm showing up in your base.

3. Does the Nydus Worm, a ground unit, move through open space? (battle.net) pop.helo

Yes. We dont know how we are going to make this look yet. When we come up with a visual solution we are happy with we will show it to the community.

4. Can Zerg buildings be infested, and if so, what units are produced? (starcraft2forum.org)

Zerg buildings cannot be infested. It is planned that infested Protoss buildings will produce an infested Protoss unit that will play differently than the infested Marine.

5. Will be there such doodads like customizable light or shader? (battle.net) Dagguh

Yes.

6. The first screenshot listed in Karune's 33rd Q&A shows what looks like the Mothership's Black Hole ability. However, it was said that the Black Hole was removed. Does this mean the ability has returned in the current build? (Starcraft.org)

As mentioned before, the state of many of these units are always changing. In the current build, the Mothership has become more of a support unit with increased hit points and decreased speed. The Mothership now allows Protoss Gateways that have converted to Warp Gates to be able to warp units straight to the Mothership. The warp-in mechanic (which cannot be queued) has also been tweaked to allow Protoss players who use it to get a slight time decrease in unit production as opposed to queuing units traditionally at the Gateways. In other words, the cooldown timer on warp-in doesnt take as long as the build time for units at a Gateway.

Furthermore, the Mothership will also have the ability to transfer energy down to casters below it, such as Templars. Both the Time Bomb and Black Hole abilities have been removed

7. Will Phase Cannons be able to rematerialize on an allys Pylon Power, or an enemys Pylon Power for that matter? (sclegacy.com)

Phase Cannons are no longer able to move in the current build.

8. Is the Tauren Marine going to be included in the StarCraft II map editor? (battle.net) scorpionbrood

Yes.

---End of Transmission---


你們以為你們已經見到了三個種族的全部嗎?你們錯了!還有一大堆東西在改...

另外,曆史線的第二部分也已經整理完畢:


開辟團隊如是說:
開辟團隊還在測試蟲族的防禦模式。最近的版本讓原版中的Sunken Colony沉陷菌落和Spore Colony孢子菌落回歸了,但是有了那麼點改動:現在這兩位都可以起立,然後搬家到其他地方去;於是神族的相位炮就不再有這種功能了。

有了移動防禦設施,蟲族的戰略就可以變得更富打擊性了;還要再加上和能噴菌毯的領主的配合推進。而且,你們難道不覺得建築物爬來爬去才更有蟲族特色嗎?不過在爬來爬去的過程中他們會血更少皮更薄更容易消滅就是了。

試玩博客:
最近幾周我在練習人族,因為這是我最不熟練的種族了。

答:顯然會有。

現在,大多數地圖上人族玩家都可以在對手初期偵查單位到來之前堵住路口,這樣他們的發展方向對手就完全無從得知;而寥寥數隻馬潤和SCV就可以打敗大多數的早期打擊了——尤其是在地勢較高、視野有優勢的情況下。

現在暴雪內部有三種人族發展方向:

/yx/16274.html 18輪大卡車:搬運能手

類別: SPT體育競速 大小:143.2M 語言:英文

標簽: 18輪大卡車

1.攀科技直衝女妖。現在的女妖單體打擊很壯大,而且還可以研發光學偽裝暫時移除與人族新兵種的加入。如果對手不能同時擁有防空火力和反隱單位,他們就死定了。

2.攀科技直衝收割者。雙槍老大爺會跳崖,而且對輕甲單位有傷害加成。用他們飛速屠農,然後再敵軍反應過來的時候滿身而退,真是一種享受...咳。這個戰術在你能見到/雷達探測到他們的基地是怎樣布設靜態防禦設施的時候,殺傷力會進一步增大。除此之外,我是不是忘了提到氘-8?無錯,這就是說,有了足夠的收割者,你可以直接炸掉Nexus通天塔(譯者注:...惡趣味請無視,就是神族主基)/Hatchery孵化場,或者轟飛關鍵建築——例如神族水晶塔,或者一些科技建築。炸完收工?你錯了!跳到角落裏等完CD,再來一次口牙!

現在母艦還可以把能量傳送給下麵的施法者暫時移除與人族新兵種的加入。

不過請放心喲!開辟團隊注意到了這統統平衡性問題,他們也設計了諸如Nullifier否決艇的反重力場技能/坑道蟲之類的通過被堵死的路口的方法;另外一些地圖上的路口也會設置得更大,讓對手的Probe探針/Drone雄蜂(譯者注:神/蟲族農民)溜進你基地的機會增大那麼一點點...

1.問:自爆蟲是否會誤傷友軍?

答:現在自爆蟲不會造成誤傷;範圍內所有敵軍單位都市受到全額傷害。

2.問:坑道蟲如果被發現,就可以在它到達目的地之前打死,對吧?

答:無錯。在戰略要地扔幾個反隱設施很有須要。

3.問:坑道蟲能穿越太空麼?

答:能。咱們還不知道要用什麼樣的圖像來表現這一點...設計完了咱們就會公布的。

4.問:蟲族建築是否可以被熏染?如果是,會生產出什麼單位來?

答:蟲族單位現在又不能被熏染了。咱們計劃讓被熏染的神族建築生產被熏染的神民,並給他們一些不同於被熏染的馬潤的遊戲特性。

5.問:是否會有地圖製作者可以修改光影效果的地圖布景?

把它定義為賽車遊戲明顯是不合適的。

6.問:黑洞技能到底有沒有被切掉?

答:這些都在變...現在老媽船有了新技能:已經轉變為Warp Gate傳送門的Gateway空間門可以直接在母艦附近建造單位;傳送機製也已經做了一點改動,現在建造時間加上CD時間會比本來的建造時間有一點點縮短。

3.如果對手是地堡龜縮流,就發展經濟然後用馬潤+劫奪者海淹沒他好了暫時移除與人族新兵種的加入。咱們正在調試這個燦爛而強悍的單位,目前他隻能對地——但是以後是否能對空就不好說了。)時間炸彈和黑洞都沒了。

7.相位炮現在不能跑路了。

8.牛頭馬潤會出現在地圖編輯器中。

——傳輸結束——


Q u o t e:
Please tell me warp-in is still made possible by the phase prism.

 

Yup, the Phase Prism will still provide power when converted into stationary form, thus allowing Warp-In.

相位棱鏡沒變革。


Q u o t e:
Who creates the sunken/spore colonies?

 

The Queen still creates all the defenses for the Zerg.

  

女王依然負責所有蟲族防禦設施的建造。


Q u o t e:
so does that mean the reapers have infinite mines as of now? or do they also have a limit to the mines, on top of the cooldown you mention?

 

Reapers have unlimited mines, limited by the cooldown.

雙槍老大爺的D-8炸藥數量沒有限製,但是有CD。


[藍帖速遞]攻城坦克,以及火焰兵的暫時移除與人族新兵種的加入

 


Builds From: Factory
Armament: Twin 90mm Cannons (assault mode)
120mm Shock Cannon (siege mode)
Role: Armored Support and Mobile Artillery

The Crucio is the Dominion update of the immensely popular but aging Arclite siege tank. The Arclite was renowned throughout the Confederacy for its devastating firepower and stalwart emplacement/advance tactics. Originally designed to serve as a "final defense" security cannon, the siege tank adopted a two-stage configuration in its final form: a mobile assault mode and a deployed siege mode that brought its massive shock cannon to bear. The immense flexibility of an armored battle tank that could advance and then deploy itself as heavy artillery was a huge success, and the design was widely copied.

Although the Arclite was supremely effective in the artillery role, it suffered some shortcomings as a battle tank. It was a superb defensive unit, but in offensive operations it required substantial support to get to a forward emplacement. Enemies would often make strenuous efforts to get close to an emplaced siege tank battery so they could exploit its "deadzone." If they were successful, this tactic usually meant destruction for the Arclites because even in assault mode the machines were too undergunned and poorly armored to fight off a determined close-range assault.

The Crucio has been designed for increased survivability with an enlarged, reinforced turret and hull. The new turret layout also features an upgraded assault-mode armament package so that the Crucio can fend for itself more successfully in an open battlefield. Force deployment costs for the Crucio have increased over the older Arclite, but the increased versatility of the powerful new siege tank more than compensates for the additional expense.


“痛擊Crucio”攻城坦克
產自:工廠
武器:雙管90毫米加農炮(突擊模式);120毫米震蕩加農炮(攻城模式)。
角色:機動裝甲火力支援單位

“痛擊Crucio”是帝國的極受歡迎但正在過時的“弧閃Arclite”攻城坦克的升級版本。

答:急救運輸機現在在Starport太空港建造。作為按照“終極防禦”的理念設計的護衛火力,攻城坦克的最終形態包含了兩種可以互相切換的模式:機動突擊模式和架設使用它的巨型震蕩加農炮的攻城模式。它能夠在裝甲主戰坦克和重炮間靈活地自由切換,這使得它的設計被廣泛傳抄。

即使“弧閃”作為重型火炮十分出色,但在扮演主戰坦克的時候照舊有不少缺陷的。在防禦的時候它非常壯大,但是在打擊的時候,它需要充足的火力支撐才能進入火線炮位;此時敵軍總是會奮力貼近攻城坦克以進入射擊死角。如果這個戰術成功了,那麼弧閃坦克多半在劫難逃:即使切換成突擊模式,它的火力仍舊太過弱小,裝甲也薄得乏善可陳,對上近戰部隊可以說必死無疑。

“痛擊”坦克設計了增大的炮塔和加厚的護甲以增加其戰場生存能力。新炮塔的設計同時還為突擊模式增加了一些武器裝備,使“痛擊”坦克在不設防的戰場上的自我防衛能力再上台階。新武器的裝備使“痛擊”坦克的價格超過了老式的“弧閃”,但是增加的耗費比起新坦克在戰場上大大增加的應變能力而言完全值得。


Q u o t e:
Its still power armor suit, not a vehicle... So its healed and not repaired. It also has double the hp of a marine and were not sure if it has stim pack.

 

Correct, the Firebat is healed by Medics still, though in the current build, the Firebat has been taking out, to test a new Terran unit that could possibly fill its role.


引用:
那隻是動力裝甲,不是車輛...所以說他(指火焰兵)是被治療而不是被修理。他同時還擁有兩倍於機槍兵的生命,而有沒有愉快劑依然存疑。
Karune:無錯,火焰兵依然能被醫療兵治療,即使他在最近的版本中移除,以此測試一個新的人族兵種代替火焰兵職能的大概性。


Glad to be back :) We will have a Q&A at the end of this week, since I'm still waiting for some of the Devs to get back to chat with...just in case anyone was wondering.


本周末有Q&A

Q&A34[更新了Karune的一點回答]


So now that all three races are out of the bag, you may have thought you've seen it all- nope! The Dev Team is still working very hard to add even more innovation and clever balance affecting design changes that will indeed polish out the gameplay of StarCraft II that much more.

Also, if you haven't already, be a part of StarCraft history by participating in our "I <3 SC" event! Your picture will be added to a wall of StarCraft fans! It is fast and easy to join up! Info here: [ http://blizzard.com/us/inblizz/contests/ilovesc/ ]

Chat with the Devs: As of recent, the Dev Team has added a new ability to the Protoss Carrier that will give it a little more Umph! versus Zerg Corruptor attacks or Viking raids. In the past, the Carrier simply had a large swarm of Interceptor fighters which you had to build from scratch. Carriers now come built with 4 Interceptors already loaded (which is also the max number of Interceptors currently). They also have the new ability to have Escorts built for a temporary power boost to focus fire. Strike Fighter Escorts cost resources to build and last only 45 seconds, but add a decent amount of firepower to a Carriers attack. A Carrier can have a maximum of 4 Escorts. Escorts are given attack orders to focus-fire on whatever the Carrier is attacking and they can be destroyed independently of the Carrier or each other. The cost for these Escorts will be significant enough to where players will not want to just have the max number all of the time, as that would bleed your economy needlessly. Thus, players will have to pick and choose their battles in where they want the full force of the Protoss fleet present.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 34---

1. An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so? (sclegacy.com)

All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)

Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.

3. The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic? (starcraft2.4players.de)

The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.

4. There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well? (starcraft2.4players.de)

The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.

5. Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity? (Battle.net) PCBANGFT

Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.

6. What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)? (battle.net) Dagguh

The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesnt produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.

---End of Transmission---


三族都已經發布了,你們大約以為你們已經什麼都知道了吧——口胡,都與我敗呀!You are NOT prepared!開辟團隊還在辛勤地幹活,除了平衡,他們還有大量的創意正在具現化(以及被砍掉),而這些創意都市大大地強化和轉變SC2的遊戲親身實踐。

開辟團隊如是說:現在神族航母加入了一些新元素,想要用蟲族腐蝕者或者人族維京輕鬆搞定他們的人要有麻煩了。以前航母有一大堆Interceptor截擊機(俗稱小飛機)要造;但是現在他們出廠的時候機庫裏就有四架截擊機(這也是航母現在的機庫最大容量),而且有了新技能:可以建造Strike Fighter Escort打擊機(譯者注:其實僚機這個名字也可以擔當就是了)。這些打擊機需要消耗資源建造,最多四架,而且隻有45秒的存活時間——但是他們可以造成大量傷害。打擊機的自動集火目標與航母相同,但是也可以向他們分別下達不同的打擊命令。

3.問:Medivac急救運輸機是一個很風趣的單位,但是現在消息還不很多。

1.問:三族是否有合適的單位來打擊有嚴密防禦工事的小島?

答:所有種族都市有長射程空軍。最後版本中他們多半會是自動跳出來的,而且不消耗資源。不過統統都還在測試中。

2.問:熏染者現在讓所有BBS眾著迷,咱們都對能夠鑽地並移動的單位很有興趣。問題是,他們可以熏染蟲族建築嗎?被熏染的機槍兵現在是否像錄像中那樣飛速產生?他們的出現是需要手動造出來的,照舊自己跳出來的?是否需要資源?

答:熏染者同學還在開辟和調試中...現在版本中他還不能熏染蟲族建築,但是這一點咱們還在討論中暫時移除與人族新兵種的加入。被熏染的機槍兵出現的速度和頻率咱們還在調治中,有時候快,有時候慢。蟲族有蟲群衛士;人族有大和火炮;神族有航母(航母也有了新技能)暫時移除與人族新兵種的加入。

建造打擊機的消耗會足夠高,這樣玩家就不會想要不停保證航母身上總有打擊機——這根本是給經濟放血...這樣一來,玩家就必需選擇他們想要決戰的時間和地點,以及是否需要讓神族艦隊火力全開。咱們想知道,他現在是什麼等級的單位,用什麼方式治療,能否同時治療多個單位,治療速度和護士相比是快是慢? “弧閃”坦克以毀滅性的火力和強有力的架炮/推進戰術而在同盟中名聞遐邇。治療和護士相似。咱們會增加動畫,顯示急救運輸機布設自動醫療機來治療友軍生物單位的過程。現在版本中他是單體治療的暫時移除與人族新兵種的加入。治療速度也在調治中,平衡嘛。

4.問:現在對小強同學有很多不同的描述和說法,各方麵的資訊自相矛盾。現在小強同學是近戰照舊遠程,或者是混合打擊?而且最重要的一點,是否能對空?

小強是遠程單位。(譯者注:喵的咧!)不久以前他照舊近戰單位,就像咱們之前展出的版本一樣,有一對大爪子;但是現在他釀成遠程單位了暫時移除與人族新兵種的加入。咱們說:“要有光。”於是他就燦爛了;事就這樣成了。(譯者注:如果之前的抽能量技能沒有刪掉的話,母艦相當於能量交換中樞了。

5.問:蟲族腐蝕者是否能腐蝕飛行的人族建築、神族巨像、蟲族飛龍甚至其他腐蝕者?反重力吹飛的呢?

答:無錯,空中的任何單位都可以!被反重力吹起來的單位如果被腐蝕,落下之後會坐在地上一動不動。被腐蝕單位隻能打擊空軍;這些坐地單位在空軍飛過的時候也會打擊。

6.問:為什麼巨像的掃射打擊現在釀成了平行AOE?平衡緣由,照舊因為視覺效果?能否在地圖編輯器中切換兩種效果?

答:平行AOE為玩家的微操提供了更風趣的模式。掃射是很帥,但是事實上並不產生任何新的遊戲親身實踐(譯者注:口胡!)現在的視覺效果照舊臨時的,咱們依然在調試圖像和工作機理——直到滿意為止。

——傳輸結束——


The escorts for the Protoss Carrier in its current state, hits both ground and air. Furthermore, they take about 1 second to warp in to battle alongside your Carrier after you make the order to summon them.

航母的打擊機現在可以對空對地打擊。建造耗時為一秒暫時移除與人族新兵種的加入。


Building Interceptors can be toggled to 'auto-build' or be set to manual build. Like the original StarCraft, the Interceptors will cost resources to build (when you lose any from the original 4).

航母的截擊機可以調成“自動建造”,或者選擇手動建造。現在截擊機和原版星際一樣需要資源來建造(如果你損失了出廠附贈的那些的話)。


飛翔聲明:飛翔網登載此文出於傳遞更多信息之目的,並不意味著讚同其觀點或證實其描述。

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