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








My suggestion is to keep roles unchanged, just add a copy of standard unit with different channel(s) used.
I mean, Kirko tier 1 can have bio or psyonic melee, but it cannot have range 7 repeating attack.
There are things that make them strong compared to other ranged infantry thoguh, obvious swarm shield is bonus at long range and I used the base Thrax rifle which is damage 10 rather than say the Troopers which is 9.
So I'm thinking of doing some of these
Reduceing Armor or Shields or both to 0
Reducing health by 5
Reducing range to 6
increasing cost
Definately doing
Reducing damage to 9.
They all have snapshot abilities and most of them have another abilities as well. The standard snipers in the original game suffer from the same issue.
Many of the snipers I made have other abilities as well, the Vanguard Airborn has an inbuilt mini jetpack which allows it to position very well for a good full attack and a snapshot for when it is staggered. It's drawback is that it does not have overwatch.
The vanguard laser sniper has the bonucing shot, which with a few mods can get pretty crazy, but it's full attack does not stagger and deals less damage. Their snapshot has a stagger inpact which means with a hardlight mod it can deal massive impact on the snapshot and stagger two targets with a full snipe attack. They also can give allies agile overwatch for 1 turn.
The amazon snipers are the weakest, their full action attack only Charrs enemies but it does stagger and thier snapshot lowers shields. They don't have any other abilities so they should get one.
Kirko, Assembly and syndicate had snipers so I didn't feel the NEED to give them another, but I could in an alternative damage channel.
And Dvar I don't feel are a very snipery race, they got some very powerful ranged attacks as is. If any race would have a sniper with stagger resist it'd be Dvar.
Anyway the only change I'm looking to make to any snipers I have made is to give the amazon sniper an additional misc ability and perhaps rework their full attack. I'm not giving all snipers stagger resist.
Well right now I plan to
Reduce their damage from 10 to 9.
Reduce their Optimal range by (I think the weapon uses the same accuracy settings as Assault rfiles and the optimal range is 4, meaning anything beyond 4 suffers a penalty to accuracy for each hex beyond 4. I.E range 5 suffers -15%, 6 suffers -30% and 7 suffers -45%) Their new max penalty would be -60% at range 7 and they would suffering accuracy penalties at range 4.
And removing both armor and shields from the unit as they have swarm shield.
Edit: This also means that the kirko accuracy mod is more useful/needed on them.
I'll see about costs as well but overall these nerfs are quite big, it'll knock them down a peg but I want to keep them and not have them be useless.