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Playing this at hardest possible settings (including half HP, but also with maxed out characters), I was able to beat first level by turn 2, and second by turn 1.
First level I used Broom Breach into the Banks-room to boost Banks movement with gale grenades, allowing her to walk place a Death's Door by the green zone, walk and get the mana, teleport, and walk to the green square in one turn, whereupon Jen could Broom Breach into the other room, use her Static Shot for extra movement, and move into her green zone, negating the end-of-turn enemy attacks with Transferance.
In the second, two of the enemies are defeated by militia, one can be defenestrated by breaching at the other location, and the remaining two of the original 5 can be taken out with gale grenade defenestration from a Broom Breach:able location.
Anyway very nice boat OP these gals sure are pals :3
I'm realizing I need to go back, because window breach lets you beat the level before Banks even enters, so I didnt really give it a fair shake. The second is challenging, and pits Banks and Jen against a challenge that they are mechanically poorly equipped to deal with. It was a good interplay of removing targets and defending a position, and the militia members are always welcome, since I always try and save as many of the little guys as I can.
anyways, sorry I'm rambling. Great map!!
All you need to do is seal one door with Jen, Broom Breach to room where Banks shows up, together clear and seal that room, saving transference and hopefully 1 doors. After that, you can spend 25 turns clearing other room at the distance, throwing splash poison beakers through windows and occasionally letting Jen throw some unsteady 3 enemy out the window. Try to focus on throwing medics out the window, otherwise you will have to time killing all 3 of them close enough to stay down. Still, no rush.
Second gave me a lot more trouble. Constant onslaught meant in the end I only won by resurrecting shotgunner, hiding and throwing beakers at incoming chasers from very far away. Jen went down bravely defenestrating 3 or 4 of the bastards and last living medic.
I guess if I thought to rez enemy earlier, it might have been easier.
Third level was funny.
Would adding more mana pickups be enough to fix it, do you think?
Using zone one as an example: On easier difficulties with free mana, you can rush to the end of the first zone without difficulty. You blast the first enemies with lightning bolt, seal the door, wait for Banks to let you into the turret consoles room to turn them against their owners, then have Jen practically sprint to the left and Banks use the death’s door teleport far to the upper right. You skip basically the whole thing.
On harder difficulties, no such luck. Without free mana, you have to fight through it the slow way without teleporting. Sure, there’s 2 mana in the turret console room but literally 20 enemies will have spawned by the time Banks gets there, minimum. You need to slog through it the hard way, 3-4 enemies a turn with characters that on a good day can kill *1* enemy each, and they need to do it while miles apart from each other.