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报告翻译问题









-the plasma throwers charge attack is probably the worst charge attack in the game but if you hit it at point blank it pushes stunned enemies into the explosions forcing damage or a reaction and i think momentum affects the swing in some way
-the chainsaw and whip both do damage when held as on top of the minor shield effect
-the stun baton charge attack actually resets the stun timer twice so it can be great for quickly setting up a second stronger melee weapon if used right
-arms give a damage modifier to melee weapons except the explosive thrower (melee specialisation in the advanced stats)
-lunge range is based on your thrusters (except the weapons that don't lunge)
-the chainsaw and whip both reduce incoming damage by about 40% when held and so does the first half of the laser slicers charged attack
-you can hit a full chainsaw on balteus you just have to hit his back (it's a little finicky but you can get it to be consistent with practice)
-coral damage type is unaffected by damage resistance (except shields) and not buffed by coral generators
- The laser slicer is the second best weapon after laser lance for closing gaps (if you don't count dash canceling). The description says that the spinning animation wards off small arms fire - like the plasma throwerI assume - but I haven't really tested that.
- You didn't mention that the laser blade's regular attack doesn't combo, only the charge attack does - which makes it different in playstyle and not just a "slower pulse blade".
Cheers!
- The plasma thrower is actually very good for punishing staggered enemies - huge range, very respectable damage, 2 hit combo looks sluggish but in actuality the first hit gives a mini-stun so the second hit always connects. It's even better for tetrapod assemblies with medium/long rage weapons since you don't need to close the gap.
The only quirk is that if your target is against the wall and your first hit grazes that wall while striking the target, then YOU also get a mini-stun and you won't be able to swing it the second time for a combo.
- The plasma thrower's charge attack is pretty useless overall, but while you hold the button and keep it swinging, it acts as a makeshift shield against small arms. Still not worth it, but at least the gimmick is there.
- The laser dagger has such a quick cooldown, it's more or less always at the ready, allowing very aggressive play.