Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
As a result it's sorta hard to tell your actual hit chance as it's based more off of range than the % chance you are presented with but with this knowledge you can save tu's by manipulating misses to hit. Good example is with shotguns. Why go point blank when you can stay 1 or 2 away and get an extra shot in with 100% hit chance despite the 20%~ it says you'll get
But, at the same time - extremely useful!
My assaults - are the best killers in squads. They kill in 2-3 times more, than others.
I would say that shotgun even necessary! Thanks to it, I captive 1-3 aliens from each battle, on the hardest difficulty, at 1st in game year.
Yes, one assault alone - is almost useless unit.
To make it work - you should have 2 assaults in squad. And they always should act in pair.
Try it - and you will see magic 🙂🔥
P.S. There is only one case, when shotgun really has no sense - against robots.