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报告翻译问题
But still, can't miss...
The EPC definitely.
I mean...you have to wash your hands clean after literally every use..it just get's tedious.
Huh, that's interesting. Nothing about the weapon indicates that, but I went into Haz 1 with it specced for max damage to test, and you're right.
Do the unnecessary extra locks still trigger the mods that depend on number of locks, even if the bullets aren't fired? I never really used them, because most targets already died with less than the required locks.
Same with Scout's crossbow. Too complicated. If I can't just "fire at enemy, enemy dies," I don't really like it as a weapon.
Common Lok1 quirks:
1) SMRT mod is next to useless as it prevents "overlocking" a target past the amount needed to kill it; overlocking is useful for 3-locking and full-locking low HP targets.
2) Electric Generator Mod mod applies electricity to the first shot that hits a target when it has 3 locks on firing. (Interaction with Electro-Chemical rounds: The electricity-applying shot will not receive ECR's damage boost, all subsequent shots will as long as electricity is in effect.)
3) Electro-Chemical Rounds mod is two separate damage boosts. The damage is from each is also tied to the element they were spawned from (and elemental resistances apply). Electrocuted targets will take +20% bonus damage as electric element from a shot; targets on-fire will take +20% bonus damage as fire element and a some amount as heat (temperature) that will prolong the on-fire status effect. Enemies that are both electrocuted and on-fire will get +20%/+20% bonus elemental damage (both of the above, separately) for a total "+40%" bonus damage. (This mod completely works with single-target.)
4) Explosive Chemical Rounds OC explodes when all locks on a target are consumed via firing (assuming they met the 3 lock requirement); IIRC the shots don't need to hit the enemy that is ready to explode (but the shots need to be fired).
5) Seeker Rounds does not teleport to the target. The bullet loses all hitbox collision with everything (including the map geometry), only able to contact the locked target. It will break armour that it makes contact with it, but the armour will not affect the bullet. Pierce does work with it, but not in a positive manner: The bullet ghosts all targets and will only able to pierce and hit other targets after it connects with the locked target.
Using TCF to kill a scout mid flight takes skill. Bonus points if you use your axe to trigger TCF.
For epc, my favorite is to run heavy hitter, and make the epc do fire damage, pair with corrosive sludge pump and you can light it on fire, still does plenty of damage to priority targets too
For stubby, run full electrocution build, that status slows bugs, does damage over time, and the stubby can also be upgraded to electrocute other bugs near the target, a few bullets into a swarm, and many of them will start lagging behind, and the damage isn't bad, pair this with my favorite overclock "turret arc" and you can play tower defense in DRG ;D
With the weapons you mentioned you only need to aim, with EPC you need to aim and time your shots. You still need to aim, even with it's big aoe explosion, since if you want to use it efficiently you need to hit a group of bugs, not just one.
Shooting a big ball in the general direction of a bunch of grunts coming and then shooting it again after learning the timing Vs actually aiming to the weakspot of each different unit with RNG movement.
Yeah, sure thing.
Meanwhile aiming at bugs? All of them having generally predictable movement and most having weakpoints openly presented to the player, glowing in fun colours? With most weapons in the game being hitscan weapons? It's not that hard. DRG is just another aim-trainer/OSU clone like every FPS on the market. "just click on heads 4head"
It's not even a multiplayer game where enemies can freely manipulate where their weakpoint hitbox will be (Example: Overwatch, especially with support characters who WD+Crouch so their head hitbox lerp in unpredictable circular/zigzag patterns).