安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
But for sure Free aim is firstly about aiming parts, even if in a few cases it can allow seeing the series of targets that can be hit with a burst or a missed shot.
PS: i have played first 3 original X-Coms, they are very good, but i like new XCOMs more, because they have more tactical variety despite the simplification of some mechanics.
Please forgive me if I'm wrong, it's a good few years since I played these, but I don't think Wasteland 2 uses a ballistics model does it? From what I remember you either hit something or you don't. And I think Silent Storm does allows you to target body parts, but does it via percentages, Silent Storm also used a ballistics model which meant that you could hit other units/cause environmental damage if you missed.
Beyond the fact that you had a more accurate idea of how likely your shot was to succeed, the other advantage of a percentage system such as that used in Silent Storm was that you can make head shots suitably difficult to pull of and therefore make a successful head shot have the realistic effect of killing your target as opposed to just reducing it's movement points or some such which PP is having to resort to.
I seem to remember that Silent Storm also had a really nice sniping mechanic in it whereby you could focus your aim over multiple turns in order to increased your chances of making a shot, basically the more APs you invested in your shot the more likely you were to make it.
I don't remind for other weapons with one bullet. For the shotgun it's very special and only an AOE or sort of.
For environment and damages, I don't think cover can be destroyed, but you can aim explosive stuff. It not because the bullets are managed, more because it's not destroyable environment. I don't consider paper cover as XCOM as a better design, only different. In WL1&2 combats don't lost their mobility and don't result in endless shooting from covers (a la old xcom), because AI getting better angles or range is common.
For Silent Storm it should be closer to a physic model.
For sure a percentage system is very different, but in general it also means that aim a part and miss it doesn't hit another part, that's the deal of percentage systems with aiming parts.
The paradox of PP system is it is more interesting for burst weapons, but more powerful for precision weapons. It's an interesting system but it is missing something balancing better long and close range, precision and burst spreading.
Sure cumulate turns to get a fair chance of head shot is sort of balanced and even a bit realistic, but it's borderline slow, and still favoring static camping which is hardly generating sophisticated gameplay. I don't know well Silent Storm, it was working very well, for sure it's captivating but then I get a bit tired of doors and windows management, and I started have bugs, certainly because of running it with wine, and gave up.
Now I am pretty sure there is bug in Free Aim where the game does not recognise where you are actually aiming.
Just had a mission where I have "missed" 4 free aim pistol shots in a row where the worm was 1 square away and the whole circle was safely inside his body hitbox.
Basicaly I am getting much better outcome by ignoring Free Aim - I have just stopped.
I have noticed earlier that it was strangely too common missing 2 sniper shots where maybe 10% of the circles were outside of the body. I think it was the same problem, the game does not recognize where I am aiming.
Also using free aim I have hit lamp post yesterday - which I was hiding behind ... and was not even in my view while free aiming.
I have just accepted that it is bugged - and ignore it where possible.
///
Also I have finally built all the archaeology weapons - they are OP and fun to use :)
But - the scyther is bugged (anyone still surprised?) and you cannot hit worm with it and more importantly ... you cannot hit spawnery with it. Just WOW :D
If you can have the time, and even better if you have a save to reproduce the bug, you should submit it. If there's no obstacles and no holes in the large circle it should be a 100% hit. if not it's a big bug.
With the part system PP offers a lot of options to not bother kill enemies. You can consider some like alternate kill, but that's questionable and some aren't that. Some example:
- Target legs can make the enemy so slow that you often can ignore him, at least during some turns.
- Target arm can disable weapon usage. Ok often it's like a little death but in those cases, it's even better than a kill because such an enemy will take time to leave the combat, often this will delay reinforcement/replacement.
- Target weapon is an aternative to remove a weapon to an enemy.
- Target some parts to disable a rather dangerous skill can allow put the target in a second priority. For sure the Siren case and head to disable mental control or some other skill is an example but there are many other cases.
Generate panic, there's multiple cases where panic an enemy will allow focus another. For sure kills does help, but head shots often does it, moreover the under-evaluated virus weapons can be a very effective tool against that.
Paralyze or slow down. Paralyze to slow down or full paralysis are effective too to ignore kill an enemy.
Enemies healing, when enemies or one enemy has healing ability, hurt and not kill is a good tool to take busy one or two enemy.
And I could continue the list quite more. To temper I admit that often most of those cases are useful when there's a strong pressure during the combat, if not, often kill is simpler and still effective plus does morale damages to enemies. But still, PP has a lot of mechanisms allowing better actions than focus kill one enemy then next.
I played Long War 2 and don't remind anything 25% as close and I'm gentle for LW2. So I have two questions, an example of let's play campaign showing it rather often. Cases explaining the reasons to not kill one enemy, the repeat with next.
The options in PP are primarily based on body parts and there's not a lot of variety, you shoot at the part of the body that weakens the particular enemy type the best, e.g. for sniper it can be the arm, but it's still a shot, you have not a choice between shooting and disabling/debuffs. PP lacks a variety of interesting tactical abilities imho.
The success formula of XCOM 2 for me: many unique abilities + mission type and map vatiety + enemy vatiety + concealment system + hacking system + ...
In context of difficulty or variety? As for difficulty, i've seen a lot of let's plays of both games and LW2 on Legend is noticeably harder than PP on Legend for an experienced player (PP is harder than vanilla XCOM 2 though).
As for tactical variety, it all depends on the play style. If you only use direct damage options and don't bother with routing, scouting, positioning and non-damaging abilities then you won't see much tactical variety.
As an example you can have a look on some xwynns LW2 let's play on Legend (especially hard missions).
As for reasons to not kill one enemy, it's pretty simple: we either don't have enough firepower or we can't flank the enemy. It's a normal case on Legend. When you can't reliably kill all enemies until end of this turn, it's a way better to disable some enemies or to use buffs/debuffs/control or some tactical retreat or repositioning. If someone tries to solve a problem by shooting enemies in such situations until he run out of APs, and then complaining that the game heavily depends on RNG, i would say, that not the game is bad, but the used tactic.
I have watch LW2 let's play including from xwynns if I remember well, and sorry but nope I don't remind LW2 is designed against pick any enemy kill pick another and repeat.
That your list of reasons is so short and vague is saying a lot. And argue that can't kill one enemy in a turn is an example isn't a good case at all.
For the rest for sure it's pretty obvious PP Legend is less hard than LW2 but also XCOM2, all the whining on that is very bizarre. Otherwise no I don't buy most of your other comments. And quote the hacking gambling lol. But let agree to disagree.
Agreed and it totally shows up when you want to check defense options (ie, smoke grenades or reposition units which already moved) or altenatives beside you shoot, shoot or shoot.