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Like yeah cool electric work,the thing you usually bring the less or don't have when they appear,I get them at FL 3 and I didn't even meet the MECs yet so bluesceen is a lol here
Too close? Defense city,take no damage.
Go far? Ok,grapple you into a burn into ANOTHER shot,and can disorient so you can't escape him,like lol
Far enough to shot? Ok crits are a nono anyway and from that far usually they had a chance to hide before.
Seriously this is like,a Skirmisher with fire weapons with reinforced defense,ain't one of those things enough for it?
It have too much defensive passives,it can do 2 attacks in a turn,it have a melee,it have Justice,it burn,like man I don't usually rant on these enemy mods but again,FL 3,like the hardest thing there is a MEC or sectoid,or Purge commando.
Sorry repost steam messed up
https://imgur.com/h195C6q
I see that at-least in theory the sight penalty should be the same, but for whatever reason it doesn't work out like that in practice for me.
As for the chosen's blind
[XComGame.X2Item_XpackGrenades]
MOUNTAINMIST_GRENADE_BASEDAMAGE=(Damage=0, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag = "", DamageType="")
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_SOUNDRANGE=30
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_CLIPSIZE=1
MOUNTAINMIST_GRENADE_RANGE=15
MOUNTAINMIST_GRENADE_RADIUS=5
MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278
vs purge blind
[AlphaPurifier.X2Item_A115PurgeGrenades]
ADV115Blind_BASEDAMAGE = (Damage=2, Spread=1, PlusOne=0, Crit=0, Pierce=1, Shred=0, Tag = "", DamageType="Explosion")
ADV115Blind_RANGE = 10
ADV115Blind_RADIUS = 4
MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278
They have the exact same duration and sight radius penalty.
The purge Cyborg, Purge Commando (FL 14 enemy) can attack up to 2 times a turn. The purge python has 1 free action attack that can disable your weapon but has a 5-6 turn CD, so it can only attack once a turn when the ability is on CD. All other enemies can only shoot once per turn.
4. The blindness Debuff is the same one as the vanilla Assassin. Its the same code.
5. Purge cyborgs have a few weaknesses you can exploit. They take extra damage from electricity, and if you are 8 or more tiles away their damage reduction does not work. (Most weapons will be effective at 9 tiles away.) They can only be 2 purge cyborgs in a single pod unless you are using DABFL, which will remove the limit on how many enemies can be in a pod.
SpawnDistribution[3]=(Template="Purge115CyborgM1", MinForceLevel=6, MaxForceLevel=8, MaxCharactersPerGroup=2, SpawnWeight=12), \\
3. The only enemy with free action abilities is the Purge Python. Not all of them can attack multiple times in a single turn in fact the ones that do have such abilities have reduced damage.
The purge trooper uses the purge rifle and they can only shoot once a turn.
PurgeAR_T1_BASEDAMAGE = (Damage=3, Spread = 0, PlusOne = 50, Crit = 1, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T2_BASEDAMAGE = (Damage=4, Spread = 0, PlusOne = 50, Crit = 2, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T3_BASEDAMAGE = (Damage=6, Spread = 0, PlusOne = 50, Crit = 3, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
the standard purge rifle does not hit that hard. burn can inflict 1-3 damage a turn. So a Max rank Purge trooper can potentially inflict 10 damage in the late game.
1. Their spawn weights are lower then standard advent you can see this in the encounter lists. I've mentioned the numbers before in the comments.
2. They spawn to much because they are the latest enemy mod on the workshop until the LWOTC alien pack that just got released no new enemy mods have come out since this mod. The latest DLC thing looks at mod IDs (AKA the latest mod, is based of a mod's id number on the workshop not newest mod installed) which mine was one of the latest ones.
5. The cyborgs are extremely busted for force level 8-10. They have a lot of health and abilities to keep them alive (50% damage reduction for point blank shots? What can I do even if I am on a timed mission and get 2 or 3 of these in one pod?) and to inflict damage, pull your guys out of cover and inflict burn. I don't see what my counter-play in this case could even be. Seems like a force level 15 enemy at-least, unless their damage reduction is at-least halved.