安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Here's some fun tricks on it: https://www.youtube.com/watch?v=OtGUYc5BRgg
Appreciate the feedback!
The original intent with changing the teleporter to a ramp was that the teleporter was a way too big positional change. You would often go from the out-of-control player sitting on the yellow, being chased through the tele and now the in-control can't chase him even with his superior stack.
That being said, while the new ramp jump allows for more deliberate postional play, it heavily disconnects the top area from the rest of the map (and as you mentioned, the flow)
This is something I want to look into, potentially re-adding the teleporter, but with a slightly different exit. We'll see =)
This feedback applies only to the removal of the teleporter, the rest of the changes seem fine to me, and the change to the mega area might be a great change.
is this intended?