RUNNING WITH RIFLES

RUNNING WITH RIFLES

Girls' Frontline: Castling
○ɥʍ'ɹɯ  [dév.] 19 sept. 2021 à 6h32
意见箱 Suggestion box
:r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def:
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:r6def::r6def::r6def::2017stickyorange::r6def::2017stickyorange::r6def::r6def::r6def::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::2017stickyorange::r6def::2017stickyorange::r6def::2017stickyorange::r6def::r6def::r6def::r6def:
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:r6def::r6def::2017stickyorange::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::r6def::2017stickyorange::2017stickyorange::r6def::r6def:
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Dernière modification de ○ɥʍ'ɹɯ; 19 sept. 2021 à 6h39
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Affichage des commentaires 16 à 30 sur 95
Álamo  [dév.] 21 sept. 2021 à 0h30 
StellaR a écrit :
Álamo a écrit :

Our design idea is to reproduce G&K's dilemma when confronting these powerful enemies, so according to the original setting, G&K is not equipped with armored vehicles. You can destroy enemy vehicles with heavy echelon or large caliber sniper rifle. But we still appreciate your suggestions. If we can find a suitable vehicle for Griffin, we will definitely add it to G&K in a future update. :steamthumbsup:

Light vehicles such as adding a TOW anti tank launcher onto the current Humvee would already suffice, basically enabling GK to have an anti armored vehicle. At the best they could probably have an MRAP as transport truck or maybe a Bradley IFV. Also, any plan on re-enabling switching weapon modes like suppressor-unsuppressed or something like that ?

Thank you for your suggestions on vehicles, we will study how to better achieve this. Regarding the issue of mode switching, you can refer to mod3 weapons. We will gradually equip all dolls with corresponding skills in the following updates.
Ezqmdy 21 sept. 2021 à 4h58 
感谢作者能够及时反馈BUG与意见。游玩后感觉的最大问题是由于此mod节奏较快,敌人火力偏凶猛,即使是easy难度游玩的时候显得钱消耗偏快,钱的数量感到捉襟见肘(不排除个人菜的原因),而且不同于原版,敌人的掉落物也显得十分稀少。
作者未来有未考虑过给各势力增加掉落物以减缓钱的消耗速度?如记忆碎片(格里芬)、火控芯片(正规军)、通用零件(铁血)、能量装置(帕拉蒂斯)。
mod目前处于早期,但瑕不掩瑜是十分优秀的mod,期待未来的发展。:steamthumbsup:
八云紫  [dév.] 21 sept. 2021 à 5h50 
Ezqmdy a écrit :
感谢作者能够及时反馈BUG与意见。游玩后感觉的最大问题是由于此mod节奏较快,敌人火力偏凶猛,即使是easy难度游玩的时候显得钱消耗偏快,钱的数量感到捉襟见肘(不排除个人菜的原因),而且不同于原版,敌人的掉落物也显得十分稀少。
作者未来有未考虑过给各势力增加掉落物以减缓钱的消耗速度?如记忆碎片(格里芬)、火控芯片(正规军)、通用零件(铁血)、能量装置(帕拉蒂斯)。
mod目前处于早期,但瑕不掩瑜是十分优秀的mod,期待未来的发展。:steamthumbsup:
十分感谢您认真的游玩了本模组并给出了反馈,本模组刚上测试,四个阵营完成度还不是很高,平衡的问题可能需要大量的玩家测试以便调整,未来一定会做出相对平衡的(只不过是时间问题),新的内容也会陆续更新。
感谢您给出了优异的评价,请期待后续更新。:azuki2:
Nariwan 21 sept. 2021 à 7h32 
Álamo a écrit :
StellaR a écrit :
Cool, thanks ! Also I notice that in Old Fort Creek, if we play as G&K, we get swarmed by Paradeus's tank in the beginning, sometimes up to 3 tanks at the same time while all G&K got is miniguns Humvee, maybe G&K could have access to a light tank or LAV like M2 Bradley? Never saw any armored supports for GK yet so far.

Our design idea is to reproduce G&K's dilemma when confronting these powerful enemies, so according to the original setting, G&K is not equipped with armored vehicles. You can destroy enemy vehicles with heavy echelon or large caliber sniper rifle. But we still appreciate your suggestions. If we can find a suitable vehicle for Griffin, we will definitely add it to G&K in a future update. :steamthumbsup:

My suggestion would be to 'mark', or 'hint at', these types of Rifles via an Icon or so. ( AP rounds, for example ).
Álamo  [dév.] 21 sept. 2021 à 9h02 
Nariwan a écrit :
Álamo a écrit :

Our design idea is to reproduce G&K's dilemma when confronting these powerful enemies, so according to the original setting, G&K is not equipped with armored vehicles. You can destroy enemy vehicles with heavy echelon or large caliber sniper rifle. But we still appreciate your suggestions. If we can find a suitable vehicle for Griffin, we will definitely add it to G&K in a future update. :steamthumbsup:

My suggestion would be to 'mark', or 'hint at', these types of Rifles via an Icon or so. ( AP rounds, for example ).
Great idea, thank you very much for your suggestion, we only made this mark for skin weapons at the beginning, now it seems we need to do more work :steamhappy:
StellaR 21 sept. 2021 à 12h05 
Got several ideas from playthrough until I got stuck in final campaign this night:

1. More radio calls for GK in future maybe ? Return the ability to call DEFY with their gunship, AR Team, and maybe even the 404s ?

2. More KCCO presence instead of too many Paradeus ? So far only encounters them at the Final I.

3. Reduce the amount of Hunter/Architect/Intruder for Sangvis but more Manticore to further exerts their advantage of the most mechanized out of the 4 ?

4. Reduce the tank spam by Paradeus in the beginning of Old Fort Creek. I count in the first 15 minutes alone I already see like 10 tanks or more and so little Mk. 153s and AP snipers in GK side. What's worse is Paradeus's armored unit is especially very fast, very resistant and sheer number of their soldiers more than other factions could make it very challenging because they storms the first spawn place at Beachhead I. I think reducing tank frequency of Paradeus but slightly increasing their normal armed soldiers frequency would solidify their advantage of having mass number compared to GK's dolls resistance and vast weaponry, and Sangvis's armored power, and maybe KCCO's resistant mechanized troops ?

5. Ability to suppress-unsuppress heavy sniper rifles (KSVK, M82, M200) or ARs in the future and if doesn't exist already yet maybe buff or debuff for suppressed and unsuppressed weapons? Like you can suppress your rifle but there will be a debuff to it (maybe reduce damage but increased accuracy)

6. AT Grenades or one shot disposable launchers for GK in secondary and third slot ?

7. Special crates will drop skin weapons/RP items, delivering laptop/briefcase unlocks the 16lab equipments and cargo trucks delivery maybe unlocks a new or certain MOD 3 weapon?

8. AA-12 HE-Frag could have more damage per shot towards armored units maybe to compensate it's lack of usefulness against normal infantry.

9. More units's unique "attachments" for some T-Dolls, already saw this with SV-98 and IDW.

10. Throwable flare that could call a single artillery strike instead of behaving like a grenade would be a cool touch, probably a throwable flare that could spawns a supply crate airdrop that behaves like supply quad or even a stash crate would also be very convenient?

Thank you!
Dernière modification de StellaR; 21 sept. 2021 à 12h08
提几条建议
1.子弹的鲜艳度和亮度可以调高点,射出去都不太明显看不清
2.不同等级的护甲很容易混淆,因为基本上都一个样子,跟少女前线的装备一样分级就好多了
3.枪械图标一定要是剪影吗?不看名字都认不出来
4.为啥国人mod都喜欢用英文啊,英语不好根本看不懂,做成中文通俗易懂还方便,什么枪什么皮肤一眼便知
5.物品图标的风格跟这个游戏的画风放在一起感觉特别违和,希望能改一下
6.榴弹打出了木星炮的感觉,木星炮跟榴弹一样,可以把木星炮的弹容提升并增加攻击间隔,这样比打一发换一次弹好多了
就先提这么多吧,真心希望这个mod越做越好,加油!!!:steamthumbsup:
Is it possible to make manticore hitbox more bigger? I have trouble hitting it with ntw or rocket launcher, even though I aim directly it misses. Really makes those guns useless(especially modded ntw which still requires prone stance) since there isnt that many enemy tanks or vehicles. The modded assault rifles with giant explosion is just better both at killing normal and tanky threats without massive drawback(only long reload on grenade), everyone in coop server is using it right now lol.
Álamo  [dév.] 22 sept. 2021 à 5h43 
swightly a écrit :
Is it possible to make manticore hitbox more bigger? I have trouble hitting it with ntw or rocket launcher, even though I aim directly it misses. Really makes those guns useless(especially modded ntw which still requires prone stance) since there isnt that many enemy tanks or vehicles. The modded assault rifles with giant explosion is just better both at killing normal and tanky threats without massive drawback(only long reload on grenade), everyone in coop server is using it right now lol.

We are also studying the issue of hitbox, because Hydra is just a character with a special model at the code level, and the hitboxes of the characters in RWR seem to be the same size , thank you for your support !
Álamo  [dév.] 22 sept. 2021 à 5h45 
IAQS a écrit :
提几条建议
1.子弹的鲜艳度和亮度可以调高点,射出去都不太明显看不清
2.不同等级的护甲很容易混淆,因为基本上都一个样子,跟少女前线的装备一样分级就好多了
3.枪械图标一定要是剪影吗?不看名字都认不出来
4.为啥国人mod都喜欢用英文啊,英语不好根本看不懂,做成中文通俗易懂还方便,什么枪什么皮肤一眼便知
5.物品图标的风格跟这个游戏的画风放在一起感觉特别违和,希望能改一下
6.榴弹打出了木星炮的感觉,木星炮跟榴弹一样,可以把木星炮的弹容提升并增加攻击间隔,这样比打一发换一次弹好多了
就先提这么多吧,真心希望这个mod越做越好,加油!!!:steamthumbsup:

UI和弹道方面我们会尝试调整,用英语是因为不这样写英语玩家就会看到一团乱码,毕竟少女前线也有外服玩家,木星炮的特效还有数值平衡还处于调整阶段,我们会参考测试服务器以及mod界面留言的反馈继续调整,感谢支持
Álamo  [dév.] 22 sept. 2021 à 5h59 
StellaR a écrit :
Got several ideas from playthrough until I got stuck in final campaign this night:

1. More radio calls for GK in future maybe ? Return the ability to call DEFY with their gunship, AR Team, and maybe even the 404s ?

2. More KCCO presence instead of too many Paradeus ? So far only encounters them at the Final I.

3. Reduce the amount of Hunter/Architect/Intruder for Sangvis but more Manticore to further exerts their advantage of the most mechanized out of the 4 ?

4. Reduce the tank spam by Paradeus in the beginning of Old Fort Creek. I count in the first 15 minutes alone I already see like 10 tanks or more and so little Mk. 153s and AP snipers in GK side. What's worse is Paradeus's armored unit is especially very fast, very resistant and sheer number of their soldiers more than other factions could make it very challenging because they storms the first spawn place at Beachhead I. I think reducing tank frequency of Paradeus but slightly increasing their normal armed soldiers frequency would solidify their advantage of having mass number compared to GK's dolls resistance and vast weaponry, and Sangvis's armored power, and maybe KCCO's resistant mechanized troops ?

5. Ability to suppress-unsuppress heavy sniper rifles (KSVK, M82, M200) or ARs in the future and if doesn't exist already yet maybe buff or debuff for suppressed and unsuppressed weapons? Like you can suppress your rifle but there will be a debuff to it (maybe reduce damage but increased accuracy)

6. AT Grenades or one shot disposable launchers for GK in secondary and third slot ?

7. Special crates will drop skin weapons/RP items, delivering laptop/briefcase unlocks the 16lab equipments and cargo trucks delivery maybe unlocks a new or certain MOD 3 weapon?

8. AA-12 HE-Frag could have more damage per shot towards armored units maybe to compensate it's lack of usefulness against normal infantry.

9. More units's unique "attachments" for some T-Dolls, already saw this with SV-98 and IDW.

10. Throwable flare that could call a single artillery strike instead of behaving like a grenade would be a cool touch, probably a throwable flare that could spawns a supply crate airdrop that behaves like supply quad or even a stash crate would also be very convenient?

Thank you!


StellaR a écrit :
Got several ideas from playthrough until I got stuck in final campaign this night:

1. More radio calls for GK in future maybe ? Return the ability to call DEFY with their gunship, AR Team, and maybe even the 404s ?

2. More KCCO presence instead of too many Paradeus ? So far only encounters them at the Final I.

3. Reduce the amount of Hunter/Architect/Intruder for Sangvis but more Manticore to further exerts their advantage of the most mechanized out of the 4 ?

4. Reduce the tank spam by Paradeus in the beginning of Old Fort Creek. I count in the first 15 minutes alone I already see like 10 tanks or more and so little Mk. 153s and AP snipers in GK side. What's worse is Paradeus's armored unit is especially very fast, very resistant and sheer number of their soldiers more than other factions could make it very challenging because they storms the first spawn place at Beachhead I. I think reducing tank frequency of Paradeus but slightly increasing their normal armed soldiers frequency would solidify their advantage of having mass number compared to GK's dolls resistance and vast weaponry, and Sangvis's armored power, and maybe KCCO's resistant mechanized troops ?

5. Ability to suppress-unsuppress heavy sniper rifles (KSVK, M82, M200) or ARs in the future and if doesn't exist already yet maybe buff or debuff for suppressed and unsuppressed weapons? Like you can suppress your rifle but there will be a debuff to it (maybe reduce damage but increased accuracy)

6. AT Grenades or one shot disposable launchers for GK in secondary and third slot ?

7. Special crates will drop skin weapons/RP items, delivering laptop/briefcase unlocks the 16lab equipments and cargo trucks delivery maybe unlocks a new or certain MOD 3 weapon?

8. AA-12 HE-Frag could have more damage per shot towards armored units maybe to compensate it's lack of usefulness against normal infantry.

9. More units's unique "attachments" for some T-Dolls, already saw this with SV-98 and IDW.

10. Throwable flare that could call a single artillery strike instead of behaving like a grenade would be a cool touch, probably a throwable flare that could spawns a supply crate airdrop that behaves like supply quad or even a stash crate would also be very convenient?

Thank you!
Your message reminded me subconsciously of the despair in the English examination LOL:steammocking:
Regarding your feedback, the current mod completion rate is only 10% of the plan, and we will add more call support in the future. By the way, we are different from other similar mods. We just got the authorization from the author of the main character model in another mod, and he has already withdrawn from the production of that mod. Our members are completely different, so we will not use other parts except for the authorized content

We have made some fine-tuning of the unit refresh, and the tank that runs very fast will also be changed in future updates. We will add more content later to fill in weapon skills and different camps. The items in the crates will also be added gradually. I have tried my best to translate your comments to other members of the production team, and we will try our best to improve them. and thank you for your support !:steamhappy:
StellaR a écrit :
Got several ideas from playthrough until I got stuck in final campaign this night:

1. More radio calls for GK in future maybe ? Return the ability to call DEFY with their gunship, AR Team, and maybe even the 404s ?

2. More KCCO presence instead of too many Paradeus ? So far only encounters them at the Final I.

3. Reduce the amount of Hunter/Architect/Intruder for Sangvis but more Manticore to further exerts their advantage of the most mechanized out of the 4 ?

4. Reduce the tank spam by Paradeus in the beginning of Old Fort Creek. I count in the first 15 minutes alone I already see like 10 tanks or more and so little Mk. 153s and AP snipers in GK side. What's worse is Paradeus's armored unit is especially very fast, very resistant and sheer number of their soldiers more than other factions could make it very challenging because they storms the first spawn place at Beachhead I. I think reducing tank frequency of Paradeus but slightly increasing their normal armed soldiers frequency would solidify their advantage of having mass number compared to GK's dolls resistance and vast weaponry, and Sangvis's armored power, and maybe KCCO's resistant mechanized troops ?

5. Ability to suppress-unsuppress heavy sniper rifles (KSVK, M82, M200) or ARs in the future and if doesn't exist already yet maybe buff or debuff for suppressed and unsuppressed weapons? Like you can suppress your rifle but there will be a debuff to it (maybe reduce damage but increased accuracy)

6. AT Grenades or one shot disposable launchers for GK in secondary and third slot ?

7. Special crates will drop skin weapons/RP items, delivering laptop/briefcase unlocks the 16lab equipments and cargo trucks delivery maybe unlocks a new or certain MOD 3 weapon?

8. AA-12 HE-Frag could have more damage per shot towards armored units maybe to compensate it's lack of usefulness against normal infantry.

9. More units's unique "attachments" for some T-Dolls, already saw this with SV-98 and IDW.

10. Throwable flare that could call a single artillery strike instead of behaving like a grenade would be a cool touch, probably a throwable flare that could spawns a supply crate airdrop that behaves like supply quad or even a stash crate would also be very convenient?

Thank you!
Your message reminded me subconsciously of the despair in the English examination LOL:steammocking:
Regarding your feedback, the current mod completion rate is only 10% of the plan, and we will add more call support in the future. By the way, we are different from other similar mods. We just got the authorization from the author of the main character model in another mod, and he has already withdrawn from the production of that mod. Our members are completely different, so we will not use other parts except for the authorized content

We have made some fine-tuning of the unit refresh, and the tank that runs very fast will also be changed in future updates. We will add more content later to fill in weapon skills and different camps. The items in the crates will also be added gradually. I have tried my best to translate your comments to other members of the production team, and we will try our best to improve them. and thank you for your support !:steamhappy: [/quote]

Thank you for the effort ! Hope you guys get more support regarding the development :steamhappy:
Alright here are a few suggestions:

-Secondary Anti-Tank weapons to deal with enemy armor like Manticores.
-Secondary Grenade launchers like the M320 GLM
-Secondary handguns/machine pistols so that MGs and sniper rifles can return fire at close range.
-Binoculars.
-Flashbang and impact grenades
-Tanks for GK, i suggest the T-14 Armata. GK has no armor and this throws the balance off a lot.
-The reinforcement supports are insufficient, there needs to be larger support team requests.
-Suggest surgical strike as a support request, fast delivery, pinpoint accuracy, low AoE.
-Desperatly need cover deploys.
-Need MG, TOW, GMG and Minigun deploys back.
-Weapons are extremely similiar to each other, i suggest swithcing their fire modes up (Make G11 be burst fire, AN-94 have Hyperburst etc.)
-Handguns are hilariously overpowered, being able to run blazingly fast even with armor equipped.
-I suggest reducing the spawn rate of Manticores, these guys are so annoying to fight with no anti-tank capability and they spawn very often.
反馈个问题,不知道其他MOD3有么有这个毛病,刚肝了一下午肝到67之后试了一下416的MOD3,切榴弹放技能的时候经常会出现诸如榴弹射不出去、射完了之后切不回来步枪之类的毛病,比如说一发榴弹打出去之后不管有没有按R装填的都有大概率直接卡在榴弹状态切不回去,或者明明榴弹是1/1的无论如何都丢不出去,卡在这个状态死了之后复活就可以顺利发射榴弹但是又会出现切不回枪的问题,希望能得到回答,是不是我的操作姿势不对:SisterRom:

另外,现在AA12-HE弹链的强度有点过于高,基本上推点的速度很大程度上就取决于你场上有多少把HE弹链的AA12,高射速、广范围、威力大、反载具、穿透轻掩体一应俱全,解锁还靠前,现在服务器前排基本上就是一排的AA12然后听着30毫米机炮声音砰砰砰的往前推,比什么都效率,顶多就是人数跟不上对面刷新的时候叫两轮洗地,有点点离谱说实话
Álamo  [dév.] 25 sept. 2021 à 5h28 
AmateHaya a écrit :
反馈个问题,不知道其他MOD3有么有这个毛病,刚肝了一下午肝到67之后试了一下416的MOD3,切榴弹放技能的时候经常会出现诸如榴弹射不出去、射完了之后切不回来步枪之类的毛病,比如说一发榴弹打出去之后不管有没有按R装填的都有大概率直接卡在榴弹状态切不回去,或者明明榴弹是1/1的无论如何都丢不出去,卡在这个状态死了之后复活就可以顺利发射榴弹但是又会出现切不回枪的问题,希望能得到回答,是不是我的操作姿势不对:SisterRom:

另外,现在AA12-HE弹链的强度有点过于高,基本上推点的速度很大程度上就取决于你场上有多少把HE弹链的AA12,高射速、广范围、威力大、反载具、穿透轻掩体一应俱全,解锁还靠前,现在服务器前排基本上就是一排的AA12然后听着30毫米机炮声音砰砰砰的往前推,比什么都效率,顶多就是人数跟不上对面刷新的时候叫两轮洗地,有点点离谱说实话

MOD3那个是加长了切换动画,用以匹配技能cd,aa12已经在今天的更新中修改了
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