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I think threat assessment is exceedingly better than covering fire. The big thing that might not be clear from the descriptions is that threat assessment doesn't just give a character covering fire (and I'd like to add that if that's all it did I would've probably agreed with you), it actually puts that character on overwatch too - the covering fire barely even matters, the big value of threat assessment is that you can effectively turn your specialists turn into 2 attacks instead of just 1 since threat assessment won't end your turn if used as the first action and puts someone who's already used their turn on overwatch and you can still shoot afterwards.
Also you can stack threat assessment w/ an OW to give 2 OW shots. If your Specialist has Guardian, you can use Threat Assessment on them, and then go into OW to have 2 OW shots, each with a 50% chance to roc another shot. Not quite Kill Zone, but close.
Wait, really?!
Jesus, I had no idea! That's WAY more useful than I thought! That's one of my biggest complaints about this game: how poorly denoted the skills are in terms of whether their use triggers an end of turn or if it allows you to take another action. Particularly in the specialist tree, it's really NOT made clear how that works with each ability. Hacking won't end your turn. Oh, wait, but Haywire Protocol will. Healing Protocol won't, but the group heal/revive skill will. I mean, I can learn all this through trial and error, but it would be really freakin' great if the game just included text at the end of the description that reads "Costs 2 actions" or "ends the soldier's turn."
And yes, a pistoleer can dish out some nasty damage if properly equipped, while being more mobile than a sniper build.
Of course, later in the game, a sniper with a plasma lance and kill zone can take down a pod of them with one shot a piece (unless, of course "DODGE: GRAZED!")
1. The sword damage is lower than shotgun (yeah i know sectoid but thats the only)
2. The weapon moduls do not work with sword
3. The skill Hunterinstict do not work with sword
4. There are three enemies you dont want to attack (Muton, Guardball and Sectopod)
5. hands up who do not in 90% of all attacks pull the next enemy group...
6. a yeah and the equip(bullets) do not work with sword
to the scout tree:
1. first skill is useless if you plan an ambush this guy will not shot
2. second skill is nice but also useless, who the fu.. opens an ambush wirh a ranger, even he has the first skill?!
3. third skill is nice but only in some situations and in time missions not really
4. fourth skill can be nice but also in some situation
5. Next skill totally useless
6. second best skill in ranger tree
some ideas to fix that:
1. sword deals more dmg when use in "blue range"
2. weapon modes are working with sword
3. sword kills are quiet so you do not lose your stealth
4. extra class itemslot for a vest
Your assessment about swords is on point, but you're wrong about the conceal line.
Scouting is very important in the game, and keeping a scout around (who as a backup can dish out a big hit via Shadowstrike) makes missions go much smoother.
I had a lot of problems on my first attempt, and having a scout the second time made all the difference. The assault facility missions were way better, and in general I am not tripping waves of aliens accidentally.
Also, GRAPPLING HOOK. Scout with grappling hook. Does not cost a move and you can rocket across the map (through walls with wraith suit).