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








I would like to know as well. They're driving me insane.
From what I have come to understand, the mod developer will never give the server admins the ability to change how the inhibitors work.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3036460977
Id arguably have to disagree, tbh the Inhibitors prevent players just outright performing things that shoudn't occur such as drilling safely under an enemy base to take it down, or just jetpacking super quickly past to grind it down.
These are horrible design flaws within the PvE aspect of the game, and inhibitors really should be made vanilla for encounters like these.
On the bright side each one of the Mods providing a new Faction introduce threat assessment and difficulty modifiers to inform the player what they are adding into the game mode.
Only a few add inhibitors.
The drill and jetpack inhibitors are completely fair. Fairly balanced. Its only the personel inhibitor that is trash imo