Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
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.