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








It’s a Refit on the Contemptor Dreadnought’s weapons platform—adds an extra psychic melee weapon, plus it’s got that unique psychic toxin weapon only the Thousand Sons have. Plus,beyond just launching physical attacks, it can also let loose equally deadly psychic witchcraft—and it’d be even better if that’s a free action!And if this Dreadnought’s near Thousand Sons Sorcerers, it can pick up special psychic buffs—like shorter casting cooldowns—or other chaotic psychic witchcraft perks. Since the Thousand Sons are already sworn to Chaos, it could even let loose more chaotic powers in fights too.
https://psteamcommunity.yuanyoumao.com/workshop/discussions/18446744073709551615/4038104984899886963/?appid=489630
At the same time, I do have a few suggestions for balance tweaks—the Deathstrike missile tank from IG’s HOL is way too strong. As a T8 tech unit, its ability to inflict a stun with a radius of 3 has too great an impact on the game—far exceeding the average capability of T8 technology.For instant,for players who go with a +1 start, if they face off around turns 50-60, this one shot can stun all of the opponent’s few high-tier units in one go. Then, when paired with some of IG’s high-damage units, it can leave the opponent with heavy losses. Or, for factions like Drukhari that rely on tight formations, it’s an absolute hard counter.
In addition, it’s almost a given that the opponent’s core units will be disabled for a turn—with a much higher chance of getting wiped out here, no less—all without being able to land a single shot themselves. On top of that, its extremely long range and area of effect make it nearly impossible to spot, snipe, or assassinate before it fires and reveals its position . I really think it’s way too uncounterable.
Maybe you could adjust it so that it has to stay stationary for two turns before firing—this might let the opponent’s core units get in a couple of hits to recoup some losses before getting stunned and taken out, which could soften the blow of later losses. Or alternatively, add some equipment or traits that grant stun immunity.
Additionally, after my own testing, applying skills that increase maximum action points/movement points to stunned units has no effect. It seems that directly setting a unit’s action points/movement points to zero holds special significance for the game engine.