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If you don't want to use one of the retranslated files proposed, just check my changelog (it includes all the important stuff pertaining modifications/abilities).
Thanks. That does explain why things are so weird. I'm losing so much evasion.
But just to check, at least all the non-expansion abilities are correct right?
Its somewhat a pity though, now some of those parts and skills just look kinda ♥♥♥♥.
As for why most of them sounds like a outright downgrade... let's just say that they probably went for "rebalancing" stuff, except that inferno is outright unbalanced and as for the time being build wise you are extremely limited.
My only gripe with the game is that they reduced too much points gained per unit, at the point that you can't make a very balanced unit, on higher inferno levels.
Jokes aside, I can clearly see the Devs made some effort in balancing. However they overlooked the single most important aspect: stat scaling
So as you can see a blaanced units can't exist on inferno.
The problem isn't even stat scaling, but the thresholds, in order to tell a difference, you must outperform their stats by a good deal, otherwise you will notice little difference.
Still a good game though, I just wanted for inferno to be more balanced all around.
Reaction from BP is more than enough to never get hit. You don't need defence on top of that. Unless by balanced you mean strictly invest an equal amount of points into every stat
Basically the general capabilities of guest units. They are fairly balanced, they have good dodge, good accuracy, decent damage and can take a couple hits. But they are also generally not 100% hit or 100% evasion.
Although something I'll like to see is defense tests, like at inferno 100, pilot without defense skills or BP in defense, does it make a difference if its 300 defense or 2k defense. Or if thresholds just means you wasted your points.
Which means they can use attacks that will completely destroy units in one hit, with no chance to evade since there is no evasion calc for MAP attacks, unless you pump up HP enough.
And on some levels where you can spawn enemies one after the other in front of you... that means you'll be eating multiple MAP attacks in one turn on one unit.
Does anyone know whats the highest the enemy can deal on a single attack against a minimum DEF unit?
Yes you will get 1 shot by everything but enemy has literally 0% chance of hitting you (except for certain bosses with 40% hit/evasion modifier, but even then we are talking about maybe 5% odds of getting hit)
Btw you get some points leftover after getting atk/mob to 9399 (for the +600 from mods). Whatever is left is more than enough to spend on EN. You only need enough EN for one turn anyways thanks to the aoe regen ability dropped from ksd
Stacking hp for the sole purpose of tanking MAP weapons feel like such a waste. If you really want to, you can use ignore MAP weapon mod on your 4th slot instead of stuff like extra chance step, 3 mov or weapon crate
Pretty sure Def is the same as mobility, i.e either don't even bother or go all the way