Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
bleed out causes 5 will loss an additional fatigue, as well as the guy being wounded for 45 days or something. If I can do without the guy for 45 days I don't need him.
I'm not seeing the point of spending resources to spare his life when those 15 days in the tank getting the implant could have been spent sending him on 3 missions getting XP to make him less apt to die.
grabbing various SGT recruits from the council to replace any such fallen. and mechanizing fallen scouts into pathfinders.
Okay, and can you answer the two questions I asked?
Thank you!
RI does not stack with SH, the only additive effect is the immunity to acid & strangulation, and the known bleedout timer.
Additionally, if you edit DGC.ini to give RI to MECs, they work as intended, and you can revive them.
Remember to report your own findings for posterity - pass on my kindness. <3