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报告翻译问题
On subject however, yes. Ancient Disruptors need to be balanced properly most of all. For something that can't be shot in the head for extra criticals/damage, that can rush faster than the average 'frame can run, that knocks you down almost every time it hits, and can drain your energy, shields, and take your health away, it's just too much. Disruptor type units SHOULD be an entirely different unit. Something specialized. As should the Toxic Ancients. You simply CANNOT put all of these different effects on the same chassis and expect it to work properly and not be unfair as all heck. The entire "Ancients" system needs a complete overhaul, with different models and setups regarding their powers if they're going to work properly. A simple reskin and "powers addition" will not suffice, as the base abilities of the Ancients are already powerful as they stand.
To no end, the Ancients are almost as frustrating as the complete thoughtlessness that is behind the Charger's knockback or the timer set on Runners and Leapers before they explode. It needs to be increased by about .5 to 1 second so I have a chance of at least slicing some of them up before they all explode and Chargers come in and take the REST of my health and shields away.
gotta shoot them in the big knee.
Beside, you can roll to dogde their charge and heavy attack....Mod your mele with the freezing mod and hack away, work all the time except when there are 10 of those ancients in the room.
There are 3 kind I saw so far. The 1 that heal other infects, the green 1 that poision you, and the stupid red 1 that drain all of you energy and shield.
I like that theyr so dangerous, u need to keep up on yer toes when u encounter infected,
as mentioned, shoote big red patch on right knee on aincients for crits,
And kite like hell to survive them..