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报告翻译问题









Just add +10 moveSpeedModifierPercent to Chemlight...
Everything just looks fine, and no one will ever notice hahahaha
XM7 Supp
1-8 LPVO
Pistol
NextGen Helmet w/ dual/quad NVG
Raid Vest LVL4
2xfrag 2x frag
3x frag
@Krestofu latest update added boltcutters and dynamic hammer to the Ghosts rifle element. I've also added a MP5K secondary tzo the shield element as a battlehonor unlock.
@Pixy_PixY_JL I've been looking into the issue and fixed a too high mobility penalty for the XM7 suppressed specifically. I couldn't replicate the issue in general though, as a ranger had the same 7 mobility as TIG had with the 1-8 LPVO. I'd advise to use the 1-6x LPVO instead if you need 8 mobility with that specific loadout.
What I've notice is:
With all doctrines needed, Operator like TIG in this mod will have 1 less mobility bar than Rangers Assault class with same equipment.
Such as this: XM7SUP w/ LVPO1-8 + Pistol + Flashbang + Frag + Wall breach charge + NG helmet w/ NVG + All-around ESAPI
Rangers will have 6 mobility bar.
TIG will only have 5.
The difference of this 1 mobility bar will cause is: it will be much more difficult to fulfill those "At least 8 mobility needs" spawn point.
Rangers with equipment set mentioned above only need to unload the "Wall breach charge" and change the "All-around ESAPI" to "Raid Vest / Lv 4" to reach 8 mobility bar.
But TIG would only have 7 at the same condition.
Regularly, not a problem, but in missions like Campaign Chaturanga's last mission or "Forest Spirit" in "Extreme Rescue 2", all spawn point need 8+mobility bar...
Mod's operator will have a huge disadvantage(either no helmet or downgrade firepower).
@Dragorm The operations doctrines are my way to put a little flavor and background story (there's not much room for that in the game), and also are used to slow down doctrine progession for balance reasons (you need to unlock the operation doctrine node to gain access to the respective field skill doctrines). I didn't want another rangers on crack.
About guns, I decided to give some unique/special guns to every operator or class to help distinguish them in their roles, but didn't want to bloat the equipment selection with too much redundancy. I think they got a solid choice of guns per operator, but understand you'd like to see more carbines and rifles. I agree CQB is where DK2 shines, though.
@Pixy_PixY_JL All operators have a slightly higher base mobility and slightly higher minimum move speed compared to rangers, so they should be at least on par, given loadout. I'll check the stats again to confirm and fix if there's an issue indeed.