Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
I suppose you could say the way they otherwise interact with the damage soaking that cover provides, and the way that armour piercing and high explosive are separated out, is something of a nerf as well, but the rest of the mechanics account and compensate for it, so I see it more as a mechanic in the context of Rebalance.
More broadly, with the more recent changes to make chain activations less punishing, I'm enjoying Rebalance. A lot of the mechanics are just more intuitive. I like Long War too; I prefer the class builds, and the research paths.
Ultimately, though, Long War has remained static for years while Rebalance remains under constant development and expansion. Rebalance wins out on that basis for me, I think.
Also either way I mod either mod to suit my own preferences. You can modify almost anything in defaultgamecore.ini