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报告翻译问题






> doctrine and which ones effect which weapons
If only a certain group of weapons is improved they are named in the description.
For example - all rifles, all western or all eastern weapons (soviet/russian/AK) or specific systems are mentioned by name (PK, VSS etc)
> Why does doctrine scale past 16
You can either gain 1 or 2 doctine points per level up - ending up with 15 (SWAT) or 30 (CIA, Ranger)
30 points would be too much for this unit, you could simply select everything - meanwhile 15 does not give enough options
The easiest soluiton was to raise the level cap to 20 with 1 point per level retaining the need to choose while having meaninguful progression
> SR-3M
east
Why are we at 15 bodies? For longer campaigns I feel like we need to be at 20 or so.
Idea 1 change Commander to Leadership and make it a pair. Or add a third Foreign adviser but that seems cheating. Then 4 more assault sappers.
More complex idea Grenade launchers and the LMGs off the assault sappers to a new character class x4. But I have zero idea of if that makes sense or works.
Next is splitting assault sappers into two groups. Mostly for ease of use.
I also have questions about the doctrine and which ones effect which weapons. If a weapon is named is it just those weapons?
Why does Doctrine Scale past 16? Base formations are capped at 16. Rescue in FSW is randomly spelt as rescure.
Eastern/Western guns what is the SR-3M?
That having been said I enjoyed my 21 day campaign. The Recce troops and the Commander being able to pick locks was a plus. Also the knowing where the HVT and/or 1 hostage
@brownwood4 @Peptuck should be fixed and working again
@Zastaver M14 and M1A concealability has been improved
Will this mod continue to be updated?
One question though, my squad has been stuck about halfway through level 14 and won't gain anymore experience. Would anyone happen to know how to fix that? I've done new missions, even deleted and recreated the team, but no fix.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454673734
If you find some problem, don't want my support, or add new shotguns, please tell me.
It was balaced with the covert ops specialisation in mind, but I agree that it is a good idea to reduce it a bit, added it on the list for ver 2.3
procedes to procurement with this M1014 he found to "Discuss" procurement issues.
lore answer - yes more of a more opertunistic "Procurment"
actual answer - M14 allows for the M1A and M14EBR to fit in which gives more variety options
meanwhile the fal only has one model variant already in the game
The extremely high crit chances of enemies with pistols has nothing to do with my mod, that is simply how pistols currently perform in the vanilla game - there is a mod to nerf them if you do not like it
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3449702645
"Full Vest / Level 3"
How about adding the K2C for the regular guys?
K2C was a relatively common choice among Iraqi special forces during the war on ISIS.
https://www.reddit.com/r/ForgottenWeapons/comments/s74nbs/the_south_korean_k2c_carbine_usage_in_iraq/
The mod is by design harder than vanilla Rangers and CIA.
In terms of aim skill they are equal or better than some of the later NWSWAT attacktypes or just copy Ranger attacktypes, depending on your weapon and doctrine unlocks.
Avoid reckless entry methods and tactics that require aimbot-like skills to pull off and
use the troops together with the advisors, they give a further aim and accuracy improvement.
When it comes to levels, the XP requirements for a level up are identical to vanilla (ranger), by the end you have more doctrine points than SWAT but less than CIA / Ranger. Keep in mind that dead units get no Xp, so if you take high losses you level slowly.
BUT
1 its funny how the SPECiAL FORCES of nowheraki get even less stuff than the swat team,
cant have shit in nowheraki x2
2 these guys are even less skilled than regular nowheraki swat , playing them without doctrine points put into rifle skill is a nightmare , they get outclassed by even an insurgent in gunnery, hell, these guys sure are SPECIAL, not even playing with rogue insurgents i had this much difficulty
3 the grind is CRAZY i have to do like 8 or 10 missions just to ge 1 doctrine point and im at level seven
the reason why there is no suppressed AKM is simple - the vanilla 3d model for the AK rifle does not support it, and I just use vanilla assets to keep the mod small
The tradeoff between the AKM and AKM with GL is a weapon handling and weight difference.
Thanks for letting me know @Alpha