安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Ah ok, that's my bad then for misreading you then.
I added this note in the guide while we were sharing as I should have done it before.
The bug you found is quite interesting and I remember having a similar issue when I buy too many upgrades on too many classes as well (2 classes is enough I think). I'm not going to dig into the limits though. Thanks for the details!
You should test the exploit with diferents loadouts, it doesn't work that way. Canteens do not care of loadouts,only the classes.
You may be able to make multiple queues with a different action item, (Battery Canteens, Kritz or Treat Canteen, the default canteen or the crafted one), but the queues will be mutually independent. You could switch action items in wave to avoid a retry, but that'll cost 300 more credits to set this up.