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报告翻译问题
Smash all the scenery before the fight starts. You want a nice open room with nothing blocking your field of fire. All the glass can be broken, only the chairs are indestructible. When the fight starts try to keep your back to the washing machines. Only move if you have to kill the spitter.
Whenever you kill a slasher, immediately grab one of it's blades with kinesis. Impale the next enemy that enters the room. At this point in the game those blades are far better than your weapons, the only issue is having to look around to grab one.
If you're feeling confident you can grab the spitter's attack in mid air and fire it right back into his face. It looks so badass if you can pull this off.
Use stasis on the scorpion-tailed enemy (the Leaper). Those guys are arguably the most dangerous enemy in this game. Once it's frozen, impale it or sever both it's arms.
Edit: This guy does that room at 23:00.
https://www.youtube.com/watch?v=_eoW-DnlkzQ
You get the Force Gun in chapter 7...
The Bloody Force Gun is from a DLC pack which you used to have to pay for, but came free with all the other DLC packs after Valve took DS2 off, then brought it back because Valve and EA can't play nice together...or something, I don't really know all the details.
I figured this would be in ng+
It's up to you if you want to use the dlc stuff or not, but in the end the only person who will care is you.
Anyways, that's how I did it on PS3. I don't care much for how 'well' I did it. It was still extremely hard with maxed out suit and pulse rifle and the pulse rifle is arguable the most OP gun in the game overall. It's just good overall, especially with max ammo(I think it's 200 max ammo?). The Seeker Rifle / Javelin is just good for high 1-2-punch direct damage. The line is good for... Well, groups. Yeah.
The plasma pistol will get you through pretty much the whole game, so fully upgrade that before upgrading any other weapon. Sell as much loot as possible to buy nodes for upgrading until you get to Chapter 13. After that your upgrade opportunities fizzle out and you will need all the credits you can get your hands on to buy ammo and stuff.
I bought the vanilla engineering suit in the store once it became available and even with only 15 inventory slots I am managing fine in a zealot playthrough. I haven't had to buy many medkits because I use stasis quite liberally and the stasis chargers are quite cheap and readily found as loot.
Oh yeah, the contact beam's secondary fire is worth levelling up because the ammo is highly remunerative and the few times you get swarmed it is useful to blast and stasis everything around you with it.
The only time I nearly ran out of ammo was towards the end of Chapter 13 because the store was right before the "Project Interface Room" and there were just so many necromorphs to get through on the way there.
I had read that the pulse rifle was better in this game than in DS1 but I haven't been too impressed with it (it uses ammo too fast for my liking). The plasma pistol is my favorite weapon: fully upgraded it is almost overpowered. I haven't found anything better for a big fight. This is the first time I haven't used the line gun or the ripper. I like them both but I can't level up everything on a new game playthrough. Pulse rifle is my (current) backup. Contact beam for emergencies.
If you can avoid getting hit (and largely it's not too hard to do so) you will save a ton of credits from not having to buy medkits. Stasis, stasis, stasis.
The idea is to upgrade your stasis as much as you can (save one power node at all times for those lovely node rooms), and use stasis pretty liberally. Then simply aim down and burst out some rounds on the arms/legs and it's done.
Once you upgrade it's damage output, you can tango with Enhanced necromorph with ease.
Oh yes, and the Seeker Rifle makes most confrontations a joke. It's superior to the Javelin with piercing damage, superior damage (especially when aiming), has decent fire rate, and decent reloading speed. 4 shots on an unupgraded aimed Seeker Rifle will rip off a Brute's arm, easily, it's basically a faster, easier to use version of the Contact Beam, just without the alt fire. Compared to all three heavy hitters, the Seeker Rifle is right in between, which the only reason you would prefer hte Contact beam is the alt fire's special attack (stasis AoE), which gimps the last part of the game too damn much (2 alt fires and suddenly the room is cleaned out with the boss twitching on the floor).
Prefer loadout for me: Pulse Rifle (amazing weapon with an AoE Alt fire), Force Gun (great damage up close, knocks enemies back, shuts down exploding enemies like Crawlers without them detonating), Seeker RIfle (Anti-boss/Stalker/Enhanced/Brute weapon, nuff said), and the Flamethrower (deceptively one of the most powerful weapons in the game when upgraded, only issue is facing the final boss with it, but other than that, you can melt every enemy you face with it's primary AND alt if you want the entire location in front of you to set ablaze).
Pretty hard at times but doable, first thing I fully upgraded was statsis, helps a lot imo.
Weapons of choice were Line Gun, Seeker Rifle, Force Gun and the Contact beam.
Game felt pretty survival horror on Zealot mode, which I really like. Conserving ammo and health as much as possible.:p