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报告翻译问题
Stun Gun = I found this VERY useful, for me the best starting weapon. Sometimes I didn't want or couldn't use a takedown, this allowed me to take just about anyone at close range. To bridge the gap I mostly used cloak and flanking.
Tranq Rifle = Good gun, but it just had too many drawback to be a main gun. It's great as a last resort if I didn't have any ammo or enough power to use augs (very rare). The main reason I didn't have is as a main was because it was bolt action, meaning if I missed or if one hostile seen the takedown then I'd be detected and have everyone hunting me down.
EMP Grenade = This was useful for the odd camera and turret but most importantly at the end. I would've had a harder time finished the game without a few saved up.
I would mention Augs but you shouldn't have any trouble getting pretty much everything. My advice early on is only use your praxis kits when you actually need the aug for the situation you're in.
True you can not, but that is what stun gun is for. I always use it when I can not perform a takedown.
With the rest you are kinda right. Cloaking on minimum energy is a no go.
Sometimes I wish the energy system was like in crysis. I feel like you do not get to enjoy your abilities as much.
Absolutely. I've done a play-through of DX:HR with a Cheat Engine script that triggers reload of the respective next battery, so they all recharge. (Btw., if someone's interested in this, they might also like the very popular DX:HR mod Burger Menu[forums.eidosgames.com] which allows to add/change stuff via a menu, so by default nothing is different.) I think the game could be balanced for this not being too overpowered. Having to use finite resources to refill one of the most central aspects of the game - namely the augmentations built into your body - is a questionable idea and should have been optional.
Actually, think about it: There's wide-spread criticism of augmented people, and the governments are going against them. But you hear nothing of Biocell regulations which would make augs a lot less potent. Maybe they didn't add this to the story because they think that the Biocell need is a hack-ish way to balance the game, so they kind-of-but-not-quite accept it as a part of the game reality.
I'm not really a fan of takedowns unless I have to since it eats so much of your energy. I'd rather just use my stun gun to accomplish the same thing, however the best is to just avoid all enemies and get to your objective completely unseen.
Exactly. Especially if you *SPOILER* Fight the final boss and see him shooting plasma from his cannon like arm. That thing must eat enormous amount of energy, yet I do not see him pluging in biocells after each shot
I say Give us a full recharge and add a few penalties that can be eliminated with praxis kits for each active augment. For instance, Titan Aug would offer an option to decrease the energy drained per damage absorbed. Or cloak would offer an augment which would decrease the energy drained per meters moved and so on.
It can be perfectly balanced without making it OP.
I do not have problems with biocells, since I always have above 40, but it feels like a chore using them each time I want to use anything other than PEPS, smart vision or takedowns.
EMP shoot it once hold R to switch to standard and fire 2 standard round into it and its gone.
Silent quick and fast.
( and for the experienced then click R to reload and hold R to go back to Emp and R again to reload and its ready for the next one. )