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报告翻译问题








TFTV update #15 is shown as v1.0.2.3. Update #16 is v1.0.2.5. What happened to v1.0,2.4?
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Encounter feedback:
+4 Hoplites on Hero is the right increase in difficulty. The threat is being swarmed by fully operational Hoplites thus forcing me to thin out their ranks quickly e.g. to activate them separate. 6 operatives (Heavy, 2 Snipers, 2 Assaults, Infiltrator) is doable. 8 is better if things go south.
Final rating: thumbs up. Excellent job.
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“Protean Mutane Analysis“ research description:
“[…] and reactivate one of the defeated Cyclops.“
This is not entirely true as “Living Crystal Analysis“ is required as well.
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Hoplite weapons: there are Drills with Piercing 100. Intended (or should this maybe be Piercing 10)?
Update #14 was 1.0.2.3 and update #15 should have been 1.0.2.4, but I forgot to change it for the Steam release :)
Thank you! We are still gathering feedback on Ancients, and maybe introducing a couple additional things.
hmm, will change to "We can now manufacture weapons that require Protean Mutane, and probably reactivate one of the defeated Cyclops, if needed".
Vanilla and intended, makes them dangerous
About access to the Impossible Weapons:
3 weapons requiring additional research is a nice idea but I have a few comments.
- If someone decides to focus on Synedrion and neglect NJ and Anu diplomatic progress (s)he might never get one of these weapons. Problem: which Synedrion research project could be plausibly used?
- Shard Gun related research is so late game it is almost a gimmick. (In this run I was unlucky despite my usual research rush. Although I did every haven defense but one only Nests were revealed till Feb 16 (a Citadel. No Lairs!). And the first half of February I had the halved diplomatic rewards/penalties VO active meaning it took way too long to reach Allied status with at least one of the factions.)
About the changes (aka nerfs) to Impossible Weapons:
- Crystal Crossbow: no changes compared to Vanilla. Piercing might be lowered to 30 and it would still be super strong because it eliminates a Crossbow’s greatest limitation (only 3 ammo).
- Scyther: requires Technician Development. A plausible choice as this unlocks Advanced Melee Weapon. Might also be a candidate for Anu’s Advanced Melee Weapons (because Bleed). Strong but no game changer because in TFTV melee terminators are nerfed.
- Scorpion: requires Armadillo Development. A plausible choice because Shred. Not OP but a useful upgrade to the combination of an ordinary SR and Armor Break.
- Rebuke: with the Fire buff compared to v1.0.2.6 it is super strong because it is AOE, it can be used offensively as well as defensively. The Fire amount (aka duration) is not enough to fill an entire map with fire (if duration matters Purification Grenades and Flamethrowers are the better choice).
- Shard Gun: requires Advanced Viral Weapons. A plausible choice because Psychic. Well, I have built but never used it not because it is weak but it is so ultra late game.
- Reaper: interesting side grade. Marduk’s Fist or Phoenix Shock Lance almost do the same damage (against Pandorans) but Shock is traded for Vampiric. It combines a melee weapon and Medkit for 2 AP. It could be interesting for a Berserker Mutoid: it can be weaker (because armor) than 2 Syphon Strikes but frees up the lvl. 3 Pandoran Skill slot.
About the most impactful Impossible Weapons (IMHO):
My award goes to Crystal Crossbow and Rebuke. A Heavy/Infiltrator with Tunnel Rat (alternatively an Infiltrator/Heavy or an Infiltrator with HW proficiency) (Infiltrator armor; maybe with Echo Head augmentation) (Crystal Crossbow + Rebuke + Spider Drones) might be able to solo most encounters.