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






- how come the autogun is called the autogun? wouldnt autocannon fit a bit more nicely?
- quickfire gun
- the loader gui is oddly small, not sure if its an issue with me specifically or a general thing, but the 12 slots are ridiculously small for the gui size, and the gui is just small in general
- the shell box for the quickfire gun has an odd hand placement, might be an easy fix but i havent touched baro modding so im not too sure
- torpedos
- potentially add in a decoy nuclear torpedo, to fit with depth charges? may break balance a bit though
- cheap nuclear torpedoes, to fit with the engineer's perk that adds cheap nuclear railgun shells and cheap nuclear depth charges
and that should be it for whats existing, i havent thoroughly tested out the mortar yet but i will be doing that soonish once i get far enough into my campaign
A: suggest a few neat turret concepts to potentially add
or
B: i figure out barotrauma modding n see if i can PR some turrets for you
yesh, if you order a bot to "load ammunition" via load command through the blue action commands, the bot will keep the loader topped off
And yeah, although I haven't use any of the turrets yet. I hope bots do well with them.
Bro, railgun even worse than coilgun with stock ammo...)