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
							
						
 
											 
													

 
					




 举报此帖
 举报此帖


Looking to now do the following.
On tabletop LRMs are capable of indirect fire and are most useful in a support role. To that end will probably make LRMs have a travel behavior similar to mortars or the Arrow IV but the missiles scatter around the target location.
At the moment there is not much that differentiates them from SRMs aside from visual effects and life time, I feel that this change will better capture how they feel on table top, but still keep them fun to use.
Plasma weapons, flamers, and alternative missile types are currently useless and remain fully unimplemented because the mechs do not track heat. Heat tracking would also prevent the spamming of certain weapons allowing me to use heat generated as the basis for balance rather than making some weapons fire slower than others which is something I personally find frustrating and reducing the fun to be had.
The implementation of overheating and override can also allow for some added fun in seeing how far you can push the meter before you explode.
While its funny to see an Atlas flying like an attack helicopter jump capable mechs are a little ridiculous atm with the ability to just fly forever. I'll need to look into limiting flight time based on number of "jump jets installed" just like in table top.