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报告翻译问题






An idea is to not have them increase radius per tier, but instead have each grenade launcher shoot more than 1 grenade per turn. So reduce the action cost as they improve.
Tier 1 - throws 1 grenade that cost 1 action turn ending
Tier 2 - throws 1 grenade that cost 1 action - not turn ending - but only used 1 grenade per turn (can shoot after, can run, hunker down, etc)
tier 3 - throws 1 grenade, 1 turn, any action after (can used second action to throw another grenade)
- All grenade launchers grant +1 to explosion radius (no more scaling based on item tier)
- Beam grenade launcher is now available from the start when using Debug Mode
Also, when playing with Superior Explosives, I found that the radius of explosion was getting a little bit silly with tier 3 grenades and launchers..
On the other hand, I agree that it makes the launchers a little bit underwhelming.. Maybe the better compromise would be to grant them +1 explosion range across all tiers (no scaling with tiers).
These are my personal tweaks and I am aware that most people play with Beam Launcher for the new targeting method.
The changes in this mod are mainly done through configs so if you don't like what it does you can either delete the parts you don't like in the config files or ignore the mod.
Also, based on your description in your Superior Explosives mod, the extra range bonus only gets applied to tier 3 grenades. Wouldn't that make early to mid game grenadiers quite pointless by restricting increased grenade radius to the end game?
Just a bit curious is all, don't want to come off as passive aggressive lol