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This is actually incorrect, there seems to be a bug right now where the AI will still pull their sidearm out during firefights - or even before - causing them to just... Sit there and stare at the dude killing them.
Like others have said in this thread, the only real fix I can see being plausible is another look at either their balancing for ranking or a rework of the less-lethal mechanics to make it more AI friendly because, take it from me with about half+ of the S ranks right now and counting, it's not great having to essentially abandon your team because they keep killing suspects/getting themselves killed every firefight (and yes they will still kill with beanbags, it's immensely frustrated me the first few times it happened before I stopped having them join in fights).
There have been a few iterations of the AI from the developers and I still think they keep taking one step forward and one step back, I've just come to start calling suspects 'super humans' at this point because it seems like they're the only competent individuals in this game when it comes to combat.
EDIT: I also agree with the dude talking about giving yourself a *massive* disadvantage when you bring less lethal weaponry, so I'm definitely in the fix up crew.
Yes, leg shots etc.
I do that and it works, sometimes. A pepper round to the forehead would work better and they do not even have to change a lot to implement it.
Pepper ball guns feel like they only work if it's a group effort, and even then I don't know if it's the pepper balls alone or all the shouting as well. I can't imagine that working for late game missions, especially in more open levels, but apparently it's doable. Just seems very...not fun.
The bean bag shotgun seems fine, but it can still kill, which I'm sure friendly AI will strive for.
Tasers work, but it's one shot, AI can't really use it unless you order them to. Very situational.
I also tested out pepper spray on 3 guys.
The first one covered his eyes, shot at me, and ran.
The second guy covered his eyes, shot at me, and ran.
The third guy covered his eyes...yeah each of these guys got .44 to the stomach, and that's what incapacitated them. Does it actually ever work? I heard it got nerfed too, but just remove it from the game if it's meant to always make enemies shoot you or run.
Both isn't necessarily bad as long as it's a one slot or the other. I think the better alternative is a hotkey, and for the SWAT AI to deploy less than lethals autonomously and more freely. They don't really LTL suspects until they enter the shooting phase, and you have to manually tell them to deploy tasers on an individual suspect basis
Funnily enough it used to be in the sidearm slot, but the topic of their loadout system is another massive conversation so I will leave it at my personal wish that the taser had stayed in the sidearm slot, I knew the second I saw it in the tactical slots I would hate it and sure enough. I get the want for people to put it in a tactical slot but realistically you shouldn't use a sidearm anyways because outside of extremely niche situations you're better off just using your primary.
Side note, less-lethal *does* have utility for a single mag of sidearm ammunition because you can't break windows with beanbags/pepper balls, leaving the only options otherwise being throwing grenades through windows or having suspects shoot them out trying to kill you. Such an example of a niche situations.
Good thing this is a video game then, and doesnt need to adhere 100% to the real world.
plain wrong. Just got an A rank with lethal weapons
Agreed. The way I have fun with the scores in this game is by using lethal weapons and going for A and A+. You can't S rank with lethal weapons but A ranks are achievable with lethal weapons and the most fun to aim for imo. I try to corner and surprise most suspects to get them to surrender but I still kill when I have to.