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
Without the mod, you can very easily overdrive, fire upto 3 shell/grenades, combat prescience - fire another, inspire - fire another, teamwork - fire another, mind merge - fire another ... and then repeat the entire setup just two turns later ... repeatably launching explosives for the entire mission.
TBH I can't recall the exact specifics (it's been over a year!), but the mod was made to nerf that interaction.
The numbers are exposed to the config file so feel free to set up the Shell costs however you would like.
- The range of a sniper rifle.
- The aim of a grenade launcher.
- The destructive power of a rocket.
There's not a single place in the map that was safe from these pod clearing bad boys. It was absurd.
If the individual ones give three charges I don't know if I would ever pick the rack over the three HE Shell uses (and lets be honest three uses is all you probably need to full clear most maps). Maybe on later parts of the campaign to free up space for a Kiruka autogun with special ammo?