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
So tl:dr: some ship upgrades seem to break the Escape menu.
Edit: my bad. It was an outdated mod issue. Unsubscribing to the mod fixed my issue :]
Random items means you can start without a weapon, how do you kill someone with a soda can?
Unfair should let you chose your start 2 clones and starting 2 clases. Why? Because random means restarting the game until you get what you want. Or at least 1 clone/class should be chosen
The custom difficulty doesnt have the option to turn off faction destruction, this is a major choice in battle brothers.
levels are too linear now, the landing zone always has 1 possible door to go through and its usually a straight line. meaning we don't have freedom.
In the base version of the game i could sneak around and move around to find some spare weapons or just very weak enemies.
All dificulties should reach the same progression of enemies, just slower for easy.
The game should have a conveyor belt at the start so we can make basic items.
All dificulties should start with 5 sets of basic combat items so in case of death we don't have to replay a mission 20 times until we get lucky.
On Unfair the enemies seem to have no spare ammo....how is that fair? they shoot you, you kill them, you dont get ammo
It also makes the enemies go into melee a lot more wich is questionable since you would need to implement a surrender. run away or just despawn them on the map since its silly that enemies with no ammo become action heroes and charge the player
90 прочности у штурмовых винтовок Освобождённого Пояса это так задумано? У Налётчика статы конечно поприятнее Расплаты, но не на столько чтобы это оправдывало прочность более чем в 2 раза ниже. А AZ-120 уже около аналог Наказания, если бы не опять же прочность, которая в 2 раза ниже.
Вихрь в то же время немного помощнее своих аналогов и имеет целых 180 прочности, что для момента появления заметно выше среднего.
Then the VIP immediately did an about-face, ran out of the saferoom, started charging TOWARDS THE QUASIMORPHS, set off two barrels with his rail-pistol, and walked into a raging inferno. I barely killed the demons about to maul him, but they didn't drop any idols to possibly prevent Rapture, and he exploded, as everyone does when Rapture happens. Mission failed.
Now, I get how the Rapture event would cause the mission to fail, that's cool, and I don't have a problem with that. I just get a little frustrated when the guy I'm supposed to protect suddenly decides he's Doomguy and heads out to stop the demon invasion by himself. I'm pretty sure I could've made it if he'd just stayed in the saferoom.
(Is there a way to give the VIP meds? I didn't really have any to give, so I didn't try. The Doomguy wannabe probably would've needed something for all the burning if he hadn't exploded.)
----
It turns out that starting with random equipment can stop you from being able to craft at the Magnum, because the welding machine you need to get started isn't guaranteed. I don't know if that's actually a problem, but I thought I'd mention it. It's... interesting to not have sorbent readily available. Thank goodness I left the emergency case option on.
----
I love the game, by the way. I've put over 250 hours into it, and the updates have been great.
Though maybe I ought to stop starting over with each update, because I haven't explored too much of the mission content, and... wow, Community and Anarchy is brutal. I've only beaten it once in my playthroughs. I don't know how I'm going to beat the last section with the rebalancing of resistances. There oughta be a warning label on that quest.
Также нехватает тултипов и настройки голода/влияния веса
На нечестной сложности можно в качестве форы выбрать одного "несгораемого" оперативника и начальные чертежи очки (скажем в начале будет даваться 800 очков и игрок сам может выбрать что ему нужно). Бонусом для сложности можно сделать чтобы чипы лицензий позволяли крафтить н-ное (например 20 для оружия и брони) количество предметов (или добавить чипы временной лицензии)
Также, нечестную сложность стоило бы сделать интереснее, вместо простого плоского увеличения здоровья и урона противников можно менять их аггрессию, увеличить качество противников (всякие крутыши и спецы будут чаще спавнится) и предметов
This wouldn't be an issue if the game's difficult accordingly reset, instead of staying at the power quota that I've gotten too.
All in all it just feels like a minor oversight, least with the patch not stating that existing saves might break. I also have no mods installed if that matters.
Having a better indicator would make them think twice and let them save it for later.