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
What niches would your weapon suggestions fill though? We've already got a powerful SMG with the Heavy SMG, and we've already got a fast firing gun with the Machine Pistol. The Battle Rifle's role is already partially fulfilled with the Lever-Action Rifle, and the Assault Rifle would probably be close enough in terms of overall profiling anyway.
Also, I'm going to approach the flamethrower a bit differently; more as a multi-shot incendiary launcher. The flamethrower concept by default is rather imba, so I need to balance that.
Also, a raider with a flamethrower would be an immense threat I'd like to encounter and deal with... then take the flamer and melt their base...
Smaller animals would still take some damage while a large animal like the Thrumbo would have a ton of resistance; they are just darts after all.
I was toying with the idea of the DoT stacking a few times before reaching a maximum value but not sure if that would be possible or not.
If you could do it based on meat provided this would also make it pretty ineffective where it should be such as against mechanoids.
As for blow darts... we'll see. The only problem is getting it to scale with animal body size; I don't want a thrumbo to go down as easly as a squirrel.
Or potentially make the projectiles, instead of doing damage, inflict mental breaks on targets such as Berserk or Sad Wanderer (sad wanderer to imitate confusion/hallucinations).
For the fire idea, maybe an upgraded molotov cocktail? Something with higher range and a greater blast radius or something? You could even make a flamethrower turret mounted, or have it be powered by chemfuel if balance is a worry.
I doubt I'll add any more charge weapons as to keep the charge rifle feeling unique in that respect, and plenty of other gun mods do that already anyway. As for the flamethrower, the concept of setting people alight seems like an overpowered one, so if I was to implement it, I'd need to balance it in some way. Possibly single-use or trade-only.