安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
@krj12
Would it be possible for to you to fix that?
For instance, the Scouting protocol mod says "Scouting Protocol is simply an ability attached to any "weapon" that has Weapon Category of 'gremlin'. It should be automatically compatible with mod-added cosmetic variants of Gremlins" but it seems you never assign the medibot gremlin to a weapon category. After the above change, I could simply add the "ScoutingProtocol" ability into this mod's config file.
In case you didn't see it, I also responded to your /r/xcom2mods thread.
Rather, because it's only useful for a single vanilla build (out of 8 from 4 core classes) it would be nice for it to grant a weak medical ability. I don't want to use it for damage, I just don't want it limited to one ability from a single vanilla class. Giving a charge of healing lets it be more useful to a medic build, and somewhat useful with any other Gremlin-equiped class. That's a small buff to putting it on a medic and a huge gain for the item's versatility. And not overpowered.
The reason I don't use healing class mods is because they don't have gremlins and lack flavor. Not because I don't use medics. Over half of my Specialists are medics.
@Natural Causes It's primarily intended for specialists who choose healing powers over damage.
However, the INI values let you play it for damage spec if you so choose.
I'd recommend giving this gremlin a single bonus charge of healing. Plus one charge per medkit carried. That way it's not wasted on combat-spec Specialists or their similar classes.