安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






The goal of the mod is to make lasers feel closer to their Tabletop roles. In vanilla MW5, small and medium lasers deal almost the same damage over time, and large lasers don’t offer much more, so there’s little incentive to use bigger weapons. In Tabletop, small lasers are for soft targets or filler, while mediums are the reliable workhorses.
My rebalance gives each tier a clearer role—mediums are still solid, just not the all-purpose best. I’m also working on a crit system where fast-firing weapons have a chance to do bonus or internal damage based on pilot skill and target defense. Progress is slow with a full-time job and a 1.5-year-old, but I’m working on it. Thanks for the feedback!
I am hoping to learn how to adjust Clan Mech deployments as it seems that the old values basically cause you to fight nothing but Clan light mechs. With how the old weapon damages were it makes sense as they were extremely overpowered.