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
This way it would be much better balanced:
2 AP shot - squad sight full aiming time
1 AP action like reload or pistol fire, 1 AP sniper - squad sight still enabled, but partial aiming time, so lower acc
movement + shot - squad sight disabled (except sniper elite perk case), but also 1AP shot so partial aiming time, accuracy penalty
This would be also most realistic as sniper rifle doesn't have non optical aiming capability. Either hip shot or optical aiming, which is supposed to take more time.
That said i will consider your suggestion. Currently not doing much on rpgo since i am busy with other project. Since you already getting into modding you are welcome to create a pull request with these changes.