Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
While it’s a good thing when they’re enemies and can’t hit you from afar, it’s infuriating when you spend tons of precious resources building your own mechanoids, only to find they also engage in "lottery-style shooting" against enemies. When they contribute almost zero kills in an entire battle, I bet you’ll want to dismantle them on the spot.
Additionally, foam actually serves another purpose: it sticks to cloaked units and forces them to decloak. It is precisely this mechanic that I think could lead to some dramatic moments.
Although I don't think adding a centipede with auto mortar is appropriate, it's a great idea to add new mechanoids equipped with other beam weapons. Currently, the mod has added two types of mechanoids with new beam weapons: the centipede emitter and the centipede repeater.
You can use cherry picker to disable stuff you don't like- which includes mechanoids from this mod
Log: https://gist.github.com/HugsLibRecordKeeper/a5f4f39b32b2899556fa6835a6f1ced0
CE returning BodyType Undefined for pawn Mech_MilitorBlaster40446
UnityEngine.StackTraceUtility:ExtractStackTrace ()
video: https://youtu.be/WXd_JreeFqM