Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Some weapons share an ammo pool: the pistol/E11 use blaster packs, the bowcaster/disruptor rifle/DEMP 2 use power cells, the flechette gun/heavy repeater/concussion rifle use metalic bolts.
Starting at level 2, Force Sense removes the spread from the E11/the heavy repeater's primary fire/the bowcaster's charged primary fire.
The basic cultists won't push away most projectiles (at least until tier 3 missions). Most Force users are succeptable to the conventional weapons, however extra steps need to be taken. While laying on the ground (after you jump on them, for example) or when they use saber throw (potentially lightning/drain, not tested) they won't block shots/push projectiles.
Finally, headshots DO make a difference. However, it may be more efficient to just line up one, and finish off with bodyshots.