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报告翻译问题








It's that annoying feeling whenever you reload a gun but it doesn't fully load in because it wasn't finished pressing the bolt catch and i was like. *oh let me reload my fresh magazine to do it again properly.... whoops*
That was a design choice of mine. I wanted the reload for a full reload to be longer than a Tac Reload even when you reload cancel.
2. I don't know if this one's a bug, but I'm not able to pick up Covenant and Promethean Weapons.
3. There was a bug in the second mission (Requiem), where I tried to kill the hunter with the RPG, it disappeared and I couldn't progress.
*Personally I found the sprinting and normal player speeds just fine.
*Personal preference, I would like if you could buff enemy health/shields.
I do hope you plan on doing the entire campaign, I did not expect this mod to rock this hard.
edit: The host will just crash at random moments throughout missions in coop
Yep. I heard many reports about that and I managed to consistently replicate that bug myself.
I will be working on a fix for that and to buff the movement speed as soon as possible.
https://ibb.co/N9b8yLd
-All the weapon melee speed is so fast that it stunlocks a Hunter to death.
-Spas-12 reload animation doesn't hold the gun correctly when moving, and melee is second delayed from impact.
-Increase some of the vehicle durability, the rifle in particular completely shreds the warthog and ghosts like tin foils with a single clip.
-Intervention has no melee sound and melee is slightly delayed from impact.
-Apparently, RPG-7 has a lock-on feature?
-On the mission Requiem, at the bridge where the RPG7 is placed, the shotgun weapon crate is facing the floor unnoticed by the player's eyes.
That's a known issue:
* Gun viewmodels are incorrectly set when using "lowered crosshair".
The current fix is to use centred crosshair. I will be addressing this in a future update.
What do you mean by this?
I'll investigate that, but I doubt there is anything I can do. Especially since I plan to almost completely overhaul the enemies in a future build.
The melee issue I've seen reported for a few guns which I plan to address in the weapon balance patch.
For the moving and reloading animation issues, I'll try and fix that, but I probably won't address that until I overhaul the animations, which will be a while away.
I deliberately made vehicles weak in this build, in order to encourage the use of the COD weapons. I do plan on an overhaul to the vehicle systems, but that'll be a while away.
Like the Spas-12 melee issues, I will also be addressing these in the weapon balancing update which should release in the near future.
Yeah, that's an oversight of mine as the RPG was build of the Halo 4 rocket launcher. I'll address that in the Weapon Balancing update.
That's how it was in the original Halo 4 and isn't an issue with the mod.
Thanks for posting this bug listing.
1. A knife in lieu of the gun stock for melee combat. Maybe as a dedicated "offhand" weapon.
2. Double-Jumping by pressing A to represent mantling.
3. The ability to double-zoom with the Sniper Riffle by pressing the aim button.
4. Some of the guns sounds like they could use some more bass to their sound effects. Namely the Assault Riffle and the Shotgun. Thoughts?