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Gamma did have a few more augments but still not the same amount or type as the 3s.
However it became difficult since people wanted more and more armors from each gen. And to figure out how to balance them all to be different but still in line (since I was still adding armors). I also was worried I might make one set be more worn than others. I thought about going back and adding variations but with all the armor it would be a big task
I know where the quote was from, I found it while looking up the helmets. I'm not someone who thinks he is right 100% of the time. So I went to see if I misunderstood or misremembered it.
The receiver can pick up on sound, that doesn't mean it's clear. Just that it can pick up on the sound. Usually to get clear sounds you need a recorder close to it. Even with amazing hearing, sound will be distorted. If the sound of whispering is clear then it's being made loud, which means it can cause damage if the sound were to suddenly go higher.
Maybe it's like a super advanced parabolic microphone but in that case there'd be issues with the helmets.
It's not what I personally think. It what lore says. My quote directly explains the ability to hear things clearly without armor
From first Strike. The Spartans cybernetic/genetic augments and training allow them to hone in/filter sounds. Yes the armor can pick up on the sounds 100 meters away, but this just lets the spartan hone in on it. It doesn't mean it's not muffled or without sound pollution.
And yes it is a disadvantage in combat. Which is why Spartans have still been ambushed or surprised. Even with motion sensors. The trade off is having armor strong enough to make bullets bounce off of it, and later having shields to negate dmg entirely.
With the voices coming out of the helmet being muffled the same would be for the other way around.
And not exactly. I'm working on weapons having unique properties
You didn't use the Cove medium blueprint. If your in the editor you should see it alongside the other blueprints.
As for the carbine magazine I see the issue and have it fixed. Same with fuel rod. The fix is in and ill update it soon
For the grunt and Kig-yar armor. They are or were being worked on. They were supposed to be buyable until I add the color varients to be craftable, but I see there was an error and they aren't available. I will fix that to make them buyable then figure out the crafting requirements
Whats your mod list?
Also thank you for the kind words The Pale Knight, I'm trying my best!
1.@þewé No playable yet. As stated there a bugs and issues with multiple playable species. A base game bug. There was some talk about fixing it but I'll have to check in. If it's I honestly could just release a mod with them
2.@Bin Titties The crew currently get random jobs. I orginally had them doing a specific one, however then the base game glitched. And had hem being humans. So now it's random
3.@Bin Titties No it's not, Ill get the brute fixed
Also I don't see an issue on my end.
Take a screenshot or just copy the error and paste it in bug reports
I don't know if you are dealing with a bug or glitch. Or confusing it with something else.
Also none of them do anymore. They did in the past but I was experimenting without it. That way players might still the the other scanning items.
if you have a log go post it in bug, glitches and errors
If you aren't getting anything in the logs can you tell me more of whats happening