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
S:6 ( +1 implant maybe +2 if complete lonesome road )
P: 9 ( +1 implant for maximum explosive damage )
E: 9 ( +1 implant )
C:1 ( +1 implant )
I: ( +1 implant )
A: 5 ( subject to change )
L: 1 ( since you said explosives can't crit )
So to summarize; explosives can score a crit, but it doesn't do anything.
Actually sneak attack with explosives is very effective, due to the fact that the action of throwing/placing any explosives are considered as a silent attack. You can even get away from receiving faction infamy just by placing an explosives and detonate them while you're hidden.
aside from that not much for the sneak attacks. Really wish in all fallouts they made a way to make or find a cache of stealth boys. It'd make doing things like stealing, sneaking, and reverse pickpocketing grenades more useful. Like having / needing sneak 75 and intelligence 100 give or take to craft stealth boys and more sneak = the longer your stealth boys would last as well.
Thus making high intelligence high luck builds more viable.
I figure it'd make more sense to be able to recharge them.
Mechanics like recharge time, duration, effectiveness of the stealth field, and optional perks could be defined and customized according to the player's skill set.
That's the kind of Streamlining that's *good* and actually improves the rpg mechanics of the game.
You'll want melee or unarmed for when enemies get close up on you.
Explosives are something I minor in. very fun especially the MFC cluster mines, but I don't use them in a serious manner because of their spotty chance to do damage.