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回報翻譯問題
> but I realized those arent the best against robots
A good tactic, especially if you are using the rifleman perk, is to add the Penetrator Perk. This lets you target the Robot's vitals (on Sentry's the Fusion core) even when they are not facing you. I one shot Sentry robots routinely, even with a middling rifle.
You can slow down assaultrons or cause Sentry bots to become rooted, allowing you to pick them off.
Whats unique about robotic enemies is that they can be disabled and handled differantly
Assaultrons: Go for the legs, then kite them
Sentry bots: if you can't get the fusion core (penetrator perk works well here) then try and get their legs, they will try and close distance and their charge attack can be a 1 hit kill
Protectrons: Not a serious threat, go for arms followed by the head
Robobrains: No real solid weak point, go for the head casing with everything you have
Mr handy units: Doesn't really matter, they are so squishy that a few shots to the centre mass will kill them.
Robots are immune to radiations, so no radiation dealing weapons.
They are more suscectible to energy dmg than to kinetic (bullet) dmg, but if your bullet weapons make an insane amount of dmg it doesn't really matter.
Plasma Infused Legendary weapons will shred them to fragments. Explosive are good too.
There's a special Gauss Rifle called "Last Minute" that is sold somewhere (can't remeber where).
It has crippling effect on limbs, and since it's usefull to disable part of the robots and it pack quite a punch by itself it's for sure effecting against robots.
Pulse Granades and Mines are effective against Robots almost only, so if you have those don't be shy on throwing against robots becouse they really don't have other uses.
Melee can be ridicously OP in general, but maybe not the best choice against Robots: they are more effective in melee than at range, and when protrectrons go boom you don't want to be close to them.
Explosive weapons, including legendary ones, like fellas above say, are also effective against them because of their area-of-effect damage, specially because robot body parts won't cripple, but instead can be instantly destroyed.
Where did you shoot? The regular "shell" is well _very_ shelly...
But for beam weapons, My 6 crank laser musket with Freezing legendary perk seems to end just about most things with a single shot. Sentry bots take 2, sometimes 3. Without using VATS. But because it's got a nice 240 range, I snipe those things from a nice safe zone. Gunners, raiders, protectrons and mr gutsy's all seem to just turn to big smoking piles of red goo on the ground. Robot Brains seem to know when I'm using it, they hide like raiders do, behind anything bigger than they are.
The effective DR from the 'shell' is enormous however, and I wouldn't be surprised if it could tank a few gauss hits. Explosive will always be better against the shell as it passes right through almost any DR.
My main argument against explosives affecting multiple limbs comes from thinking about what it would mean for grenades, mines and fatman in normal cicumstances.
When you consider that most enemies are small enough that the explosion damage would not fall much from the point of a typical impact you can simply multiply displayed damage by 6, at which point an enemy would be looking at 600 damage from a frag mine dropped by a guy with no demo expert perks, a frag grenade? 900.... very few things would survive even one.
Were damage to be applied in this way then the idea of pretty much anything withstanding a nearish blast from a perkless fatman (450*6, even halved on survival its absurd) becomes a bit laughable, yet it happens, a lot. Even a basic deathclaw will tank a hit from it!
Then there the players, for whom incoming damage on survival is trebled (or quadroupled?), you'll be looking at 50*6*3 = 900 damage from a molotov, which, without Dense would be pretty much unsurvivable, fullstop.
I'm not going to rule out explosive legendaries working like this as I haven't tested them, and when I have used them in the past something did feel off.