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










- No more perk icon duplication on mod reloads
- Moved the needed pics/icons to the UI folder to eliminate some warnings
Orient 100% at vanilla. It is the basis for everything and still better balanced than most mods. Other mods should patch to make yur mercs (fit) honestly.
Actually, the JA3 Discord is a nice place to discuss topics, you could check it out (if not already).
Btw you forgot AR friendly playstyles (like mine) who like to do everything with MGs, MPs and everything that makes ratatatat like in a overboard 80s action movie
- some would go the always headshot route and any perk that takes more than 1 turn to kill Faucheux and his 30 bodyguards is luckluster. So even if you add Bleeding/Knock Down/Voodoo Curse etc status effects this is not interesting for this playstile. This might be/might not be fun for all.
- Others like the stealthy approach, silently taking out the whole camp - so certain perks are not even getting playtime for this
- Again others compare everything to Barry's shaped charges ...
Just some of my thoughts on balancing ...
In Vanilla, it is too easy to level up Agility/Dex or anything really with training, and *BAM* you've got yourself an overpowered build. But there are other mercs with similar or bigger potential in Vanilla already, some already from Level 1. Secondly, while I've enjoyed my walkthrough with Vanilla, next time I'd like to limit the training possiblities/speed for myself, because it potentially quite quickly ruins the differences between mercs.
You might just take Vanilla as basis, but considering that JA3 is luckily very mod friendly, there are limitless possibilites in the end. And some mods are almost mandatory, or just plain too much fun to exclude, which in retrospect might heavily influence the power level of a perk. So which audience should you try to please?
Hence, I am trying to keep an open mindset, take current stuff (Vanilla+mods) as baseline as much as I can, and also rely on player feedback.