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Fordítási probléma jelentése
1. No base damage improvement mods. Stuff like Serration will be worked into a gun, which will increase in power as it levels up. Not sure what will happen to Heavy Caliber, it might somehow change in mechanics, but remain in the game.
2. All mods will have not only pluses, but also either requirements to activate, or negatives. For example, like current Acolyte mods. Utility mods will somehow be more incentivized.
3. Presumably, Multishot will be either proccable or will drain ammo accordingly to the amount of bullets.
4. Complete armor rebalancing/rework to accomodate for mods rework.
5. Noone knows what will happen to elemental mods, but chances are they will be somehow reworked too.
And a bunch of other miscellaneous stuff, as well as stuff that I haven't listed. Basically, the main idea is to make the system more skill and utility based, without decreasing our overall damage potential. Also, it theoretically will equalize and balance all of the guns in the game (this might be a separate thing, but balancing is currently on the table as well).
P.S. Apparently all of our Serrations and mods like that (which will be, in theory, retired) will be somehow refunded. I think with Legendary cores, as DE has a tendency to use those as refund items.
So Soon(tm).
Sorry I didn't specify, what enemies are you testing them on: faction & lv
The crit multiplicator from AS (and also the one from Blood Rush!) MULTIPLIES with the Kavat bonus.
The red krit bonus from Charm (+200% BASE crit chance), at a 4x combo multiplicator with Blood Rush, e.g. results in a +1400% crit chance. THAT IS 14x THE CRIT MULTIPLIER, or at at 3.8 crit multiplier, a total 40x crit bonus on top of the 4x combo multiplier.
Or in other terms: 160x the weapons base damage.
I'm not joking, while the Charm bonus is active, an Orthos P with Blood Rush can easily reach 200k red hits, respectively over 1 MILLION per hit on head shots.
A full Ardaza Kavat team (effectively permanent +60% BASE crit chance) still achieves a constant red krit (208%) with AS (or Blood Rush at 1.5x), respectively ~450% red krit chance at 4x combo multiplier.
And yes, that works with EVERY weapon, regardless of base crit chance.
Plus the extremely inconsisant damage numbers from red crits in the first place, ranging from double damage, to triple, to quadruple, then back down do like 1.5 or x2.
With four core mods for any crit based rifle (Serration, split chamber, point strike, vital sense), and the fact that you should just about always have two elements on a weapon, you're only really left with two slots to fill with other things. As someone who likes sniper rifles, one of those is often going to be Heavy Caliber for me, since the accuracy penalty doesn't really apply. On the last mod slot I'd much rather have fire rate on my Lanka. I haven't used Rubico for a while, but if I was going to act confident in my skills with it I'd probably take Harkonar Scope and gain the full massive sniper combo bonus for the full magazine.
It was a mod that really excited me at one point, but now that I've actually got my weapons filled out more, getting the mod has just made me think that I don't really have a place for it. If that supposed big rework comes out in 2020, I absolutely love the idea of the mod.