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
"Expanded Shotgun Breaching Plus" supports your mods.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454673734
If you find something wrong or you are very unhappy, please tell me.
Lastly the largest campaign mission day in the game requires 18 bodies to not double deploy someone. 17 is still pretty solid though.
I do appreciate the 20 Doctrine points. I love bolt cutters.
I always feel grenade starved while playing these guys. Would you consider large slot double grenade packs for the Riflemen or Sergeant?
@bsavage367 Thanks for the feedback! There is plenty I'd like to do but whether I ever have the time is a different question!
I think a couple extra weapons could be added like the G3 or FAL but restrict them to irons and a 4x scope for the G3, as these would give the regular guys more stopping power at the cost of no sight or a fixed 4x zoom.
One thing that could be expanded is the units, add a couple more to sappers and snipers as well as make a small medic unit with a unique armband and patch on their helmets, only get 2 though so need to keep them safe.
Overall amazing mod, look forward to the future.
just wish they kept their shields xD
Also I think there is a bug where the skin does not load properly in some cases, it looks like they have snow white camo instead of the tan-greenish uniforms
@LuckyBuck That seems like a good shout. Been thinking about removing the Sergeants Mk17 full stop and think other than that it's just the M14 that uses 7.62 NATO. Next update I'll remove the ADVAP round at a minimum for sure though.
just a slight bad immersion for the unit, could you remove the ADVAP round for the 7.62 Nato ammo?
it would make no sense why a normal unit get that experimental ammo, and maybe have the AP ammo to be unlocked behind a battle honor point, since its a rare round if those 7.62 weapons are considered "given" by the coalition forces (usually with only the standard ammo and not the more advanced ones)
@FlaccidAngel445 Cheers for flagging those issues, should all be fixed in the latest update.
Also removed the AK-47 from the Breacher who now gets the AKS74U by default but has an AK-105 unlock to match the Rifleman class's AK options.
@Razvedka I like the idea of more of the US weapons moving behind BH unlocks. I could definitely then bring in some sort of other AK variant for the Sergeant.
I'm also thinking of splitting the Rifleman out into two classes, the second being a gunner with the LMGs. Mostly because I think they could do with the additional numbers after I took a kicking in the last campaign I ran with them and ran out of uninjured guys.
@Xavieux Cheers man. What things do you think are missing?