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Ricochet
Flechette
Cryo Cannon
Energy Field Generator
These are just placeholders right now:
Plasma Thrower
Reanimator
Hack Tool
Railgun Turret
Speed Burst
Shield Bubble / Arena Dome / I Forgot What I Called This
Incendiary Grenades
Stun Grenades
As for the text, you are right, its simply scrambled until you enter the screen after it. I thought it was not true at first. Still no loot drops after initial ones, probably due to fact it is weekly than procedual it was supposed to be.
Though bots are quite clunky, I managed to speedrun 1 map with them, barely managing to qualify with 1 second difference. Yes, forcing you to always play tech as they hack much slower than a player ever would, even with the double hack item that doesn't currently function for them or the player at the moment. Sure they do teleport if you are too far away and get speed/damage resistance boosts, but their lack of flexibility does make them hard to manage, even for no death campaign runs compared to players, though their inability to betray you makes them quite appealing otherwise. They suck with grenade launchers meaning you cannot rely on them with that, nor can burn biomass with flamers unless an enemy is near, nor burn parasite eggs unless they hatch, further forcing the player to do all the hard work. Though after combine units were added, they now target combine scanner in one of paranoia maps, even though it is harmless there.
I noticed that the autogun now deals exact same damage as minigun, which is a nice change to make it less weak than that, though even with inaccuracy minigun still reigns supreme overall due to greater DPS and only slowing you down when actively used on top of bonus piercing when continiously used, I think autogun needs innate piercing or same base damage as heavy rifle to make it actually competetive in that regard. in fact, you are better of using the heavy rifle, for rather obvious reasons over autogun at the moment.
The energy field generator being a 3 round burst rifle is quite a interesting choice, since it replicates the combat rifle from L4D2, which while not exactly the best, has its own strength in terms of damage/accuracy on the move, I wish non techs could get one of such rifles, but balanced around being burst only.
Oh I was actually somewhat wrong on nuclear escort map - it is usually their incompetence if they are equipped with short range weapons, but giving them snipers made it bearable at very least, if a bit restrictive choice for escorts. And you use tech to repair damage, so you do have to be one yourself.
Well the maze was somehow made only by moving closer to the bots that resulted in their teleport, but still, its an rather annoying issue. Nuclear escort on other hand, is impossible in practice with them due to fact you need a team to cover every front, and they instead of that, they just follow you or stand still which means an failure later.
Chainsaw, a non-bullet weapon is affected with piercing bullets skill, which both increases its chance to stagger a drone, but also to hit ones behind the primary target.
Heavy rifle page due to including the stopping power text doesn't fit the whole screen, and you cannot scroll down to see full text.
Currently, the post season 10 medals are still bugged in-game - their equippability is also tied to in-game drops in beta, meaning if either is broken, neither works, and while they do display properly in steam inventory, in game its dependant on server stability, which suggests that only time drops leave beta is when the server is going to stabalize them, considering that users who are not running offline mode are more likely to get stable chances.
Also, the weapons, in mission lobby page, display not their base plus boosted values, but their base valued with bonus already applied, so jaeger with vindicator has 175 + 70 displayed instead of 105 + 70 damage. This also applied to other values like fire rate for prototype rifle and reload speed, so I think it should be fixed.
Also, the energy weapon challenge still doesn't allow other beta items like shock grenade, while they are placeholders, they would be good if they were implemented, as techs prototype rifle grenades deal friendly fire that can kill you or your allies if you are not careful.
Rifle mod challenge also restricts the energy field generator(shield rifle), even though it can pickup rifle ammo in the first place and is a rifle itself. And other challenges for some reason restrict it as well, even though it is not restricted under default(no challenge)runs.
That should only show up for challenges that set some specific convars that filter the weapon list.
I wonder why the code is doing that on your machine but not on mine.
Yes, probably the devs can work on its system, while someone could model it, I do not think I can do AS style at the moment for making its model, but I am sure it will look like a technologically altered grenade launcher that is optimized with allies in mind. Won't be a strong weapon for obvious halved damage penalty it will have, but ability to switch modes and reduced friendly fire can make it a good utility if you ask me.