安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The melee attack isn't mandatory. Just jump towards the main body to trigger the cutscene.
Octavia is good for Phase 1, Gara is recommended for Phase 2 (with a party). Her 4 is the only CC that stops the Coolant Raknoids getting close to the Orb Mother (Max Range, good Duration).
Octavia, 2 Garas, 1 anything. (1 Gara for high barrier, 1 Gara for low barrier -- when the Exploiter moves to the mountain, Gara can't block both the mountain-side and the valley, so two are needed unless one person sits on the mountain ridge to defend it).
Without a Gara, it's recommended to just leave 1 person atop the mountain peak and snipe Coolant Raknoids, but recognise that this means players will have to run quite far for Canisters.
Go up,spot the raknoid or the coolant canister,grab it,go up again and land on a fracture to fill it.
No running,no archwing animations,no tears
I have to agree. Exploiter's flame thrower also won't hit Zephyr if you activate 3 so you can always be near her.
I'd actually suggest just using a Nova to skip the first phase with an AMD nuke up EO's back side right at the start, and then have that nova spend phase two in archwing sniping the spiders with something like opticor or rubico.