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






Come on dude, chop half of existing map will take like, 5-10 minutes? You can even count them as easy mod(probably better call it 1-4p difficulty).
Oh, never knew there are such mechanics.
I can, but i wouldnt. It`s your role as game designer to guide people. As i said, ally my comrades instantly abandoned all classes.
However, i do get your point about the Shops being everywhere. And I'm considering making Hard and Easy variants of the existing maps now. With less shops for hard and more enemies, and less enemies for easy.
I may also consider making a 1 Direction holdout map. Although, I've left the tools for anyone to make maps for this mod out there. And if someone makes a solid enough map, i'd welcome adding it to the mod fully and crediting them.
I already did explain why, Ruin vents can be limiting. I'm debating making an alternative spawn system, But that would take time and I've got alot of modding projects im working on at the moment.
You can figure it out through gameplay, Not to mention the fact there can be at max only 4 helldivers, so people will eventually get put into those roles. Whenever I've played the gamemode with others, I've noticed some SEAF even outlive heavy armor helldivers before.
How would anyone know how to max SEAF vitality and that he is strong? He will die obviously faster than helldiver and noone will ever try him again, same as citizen. That happend to all people who i played with. There are no info about it anywhere. I would prefer use stim when my vitality is below zero as helldiver and press it rarely.
If i cant make kills, we all got mauled. When im dead - im not making kills. There are no reason to go back, as i said, shops are placed by every 5 meters.
For example, if we had map with only 1 direction and shop only in spawn, then heavy helldiver will be punished for slow refill time(if refill bag wasnt exist, lol)
Helldivers, are infact meant to be the strongest class, sure. However the other classes arent useless, and will only be given more use later.
As for the Defense, thats not really at all how its calculated i believe. And additionally, SEAF would have 300HP potential, if they go to the effort of aquiring the adrenaline effect, or utilizing stims when low. Some stratagems will be avaliable for both helldivers and SEAF, and its planned that expendable anti tank may even be cheaper for SEAF.
I dont understand how it works. Helldiver has 100 hp, extra100 hp bar when knocked, and 60(?)% protection. SEAF has 150 hp and 30% protection. 200+60% is 320 and 150+30 is 195. Its just worse than helldiver in any ways, sorry. He cant even buy stratagems, which is only item that cost a lot.
Untill it is in game, its just words. Currently all classes except heavy helldiver are pointless, and the less people you got, the more you get punished by choosing wrong class.
Course, that can always be fixed with custom maps with lower difficulties. Regardless, you are meant to eventually fall and die. As it is a survival.
Laser gun regenerates ammo as long as you dont burn it all, just like the game.
SEAF protection may be low, but SEAF get 50% more vitality, meaning they can survive more than the helldivers through the adrenaline buff (Flag), or through stims. However, they require much more setup to reach their ultimate potential. Which is intended.
Mobility wont be the only buff eventually though. As i might give the scout armor thermals honestly, And make other armors with other buffs.
I am using R to reload, and it uses only 3 slots of 6 and it is still not enough.
SEAF protection twice lower and their vitality bar cant go minus. Why would you craft vanilla armor and gear when helldiver armor is superior and free?
Mobility is good, but where you want to go with that mobility? I can imagine only 1 scenario - buying ammo, but there are shops every 5 meters.
As for difficulty you could just make it timed. The more you survive, the more enemies there are, so solo and duo players could play more than 2 minutes.
Enemies should also be coming equally from each side. As both sides have equivalent enemy spawners. If that is not the case, it will be looked into.
Thank you for your feedback.
I think it would be better if there are enemies coming from right direction and you protect left side, at least it will make game less frustrating at first.