安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題








It plays about as nicely as any relatively large mod does with each other. Which is to say: not very well. The sense of scaling between mods like FFS and Shellguard as an example are completely different.
A GIC gun will cost actual ammo, which are only lootable in sustainable numbers on their respective planets. Ammo can be crafted, but the crafting materials are once again, lootable on GIC planets. They have a high base DMG, but do not scale with ATK modifiers. If you're running heavily-modded, it is likely your FFS gun amped up with +800% ATK (as an example) will be outright better than a GIC gun.
However, GIC is not a "weapon pack". It is not something you bring for your vanilla game, and there is no balance considerations for either vanilla or other mods. We are a large mod with a focus on exploration and combat within its own context. If you're looking for just more weapons for a "general modded playthrough", GIC may be the wrong mod in mind.