Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (испанский Лат. Ам.)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
That is just how the Avenger works, it does that even without any mods. Watch it sometime - the time as it moves is meaningless because the time jumps by a large amount immediately after the Avenger lands.
No idea if that's actually true lol
[XComGame.X2Action_MoveDirect]
MaxUnitRunRate=1.0; Max animation play rate for units running
MinUnitRunRate=0.7; Min animation play rate for units running
This isn't what I'm referring to. One of the changes that I've seen made has to do with the targets that're being targeted during Overwatch. Before, when Overwatch came into effect, all units on the opposing side slowed down. Now it only slows down the unit being targeted, while all the others are at normal speed. This is seen most easily when pods are activating; one unit will be the focus of everyone's fire, and be rendered in slow motion, while all his buddies continue on moving at normal speed. That's what I'm looking to fix.