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Sweet, I should have clarified the 29 damage was vs the Antlion Guard/Guardian. I thought about an add on or if it was just multipliers I just over looked, cause far as I know they are meant to be health sponges.
I reduced the noise increase of the .50-Cal conversions although with Crowbar being dumb with the new update it had, I'm not sure if the changes took effect.
As for the damage, I'm not entirely sure. It might have been a conflicting addon or ArcCW's range and damage drop-off are playing a part in this. Either those two, or that the NPCs had something in their code that reduces the damage they receive (especially on the Icon of Sin, I wager).
As for the final suggestion, I'll see what I can do. Obviously the handling is gonna be bad with that mod equipped so that already balances it out.
Poor choice of wording on my part, but yea I was contending with the Icon of Sin on VJ base. Hell on earth (225,000hp) a lengthy fight but still manageable with ducking and weaving so I don't get one shot. vs and antlion guardian with just the ammo and some things to manage the recoil I'm downing them in about 6-10 rounds, don't know why cause in theory it should be 6 in close with each shot dealing about 90 damage yet seems to only manage 26 on average per shot but yeah it shreds.
You're welcome dude.
I wouldn't say I got rid of it. I just somewhat nerfed the thing because holy shit, the damn thing shreds, even against NPCs with a lot of health.
Not exactly. You can just subscribe to the GSO pack and it should be fine for the most part.
You're asking the wrong person. You'll have better luck with the ArcCW Discord (Link: https://discord.gg/ryghkqtG)
But is it possible to making a laser weapons ammo in ArcCW
I'm not sure what could be causing that, to be honest. I did some testing with this mod only and it still persists. It adds some charm to the weapons when firing, so I'm not gonna try and "fix" it since it doesn't really cause the game to break.
I might bring it back, but only for one of the barrels. The rest of the AR-15 barrels will remain as is for now.
I prefer the 2-Round Hyper-Burst over the standard 3-Round Burst but I'll see what I can do for some of the weapons.
Your feedback is pretty good, dude.
It's fine. This kind of feedback is appreciated because it lets me know people like my work.
I've been looking around and found pretty much what you've pointed out. I'll stand by my idea of increased noise so it cause its a big bullet maybe even add heat capacity and rate, and the noise can announce to those near by to think twice. And reducing the belt size mostly cause that seems like a lot of weight to lug around yet the negatives don't quite seem to reflect that as much as it should. Along with the range and recoil changes. might be small trivial stuff but I am a sucker for details.
PvE Co-Op though is a hard thing to manage. This base in general proves how fragile life can be. I've been gun down by npcs with some crazy stuff when I've been careless and rightfully so.
Anyway these are my thoughts on it, looking both within the ArcCW and real life examples.
Well, for one, I noticed that most PVP maps don't give sniper ammo (with a few exceptions) so that balances itself out.
In terms of balancing, I plan for the 12.7mm ShAK conversion to have high damage and penetration but it comes at the obvious cost of recoil and reduction of range, since the 12.7mmx55mm ShAK round was designed purely for urban warfare and not for extreme precision shooting.
Not just for PVP, but also for PVE Co-Op.
I'll bring it back once I can properly balance it.
If you have any suggestions, feel free to give them here.