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








only one thin tank: less ammo
maybe no airblast or flame because of end without fire nozzel.
+25% damage to buildings
-25% damage to players
+10 range
No airblast
+4 seconds afterburn time
-30% ammo
How do you think that is balanced? Also where the bonus ammo comes when the vessel is much smaller?
+200% faster projectile.
-30% damage to players
-Cannot airblast players (Only projectiles)
Fire is the slowest literal projectile weapon in game, moving slower than a scout runs backwards. Pyros have to lead moving targets with their flamethrower to hit. As an example of how slow. Although the phlog is hitscan in it's range.
+50% damage on buildings still in contruction or upgrading
+10% range (based on the length of the weapon)
-25% damage to buildings when not constructing or upgrading
-10% damage to players
This part right here would require valve to almost rewrite the airblast script. The airblast is meant to push everything, not just one of each.
No. It wouldn't. It's a simple entity -player notarget. Else things like the bug that stopped players from being airblasted while it still effected projectiles wouldn't have happened. ;P
+25% Range
+25% damage to buildings
+10% Movement speed
Afterburn Slows down enemies
Cons:
+25% Airblast Cost
-25% ammo
+50% Range
-35% Damage (Direct, not Afterburn)
-50% Ammo