Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem








Impossible. The closest thing you can get is the vanilla wall jump.
I've just had an idea.
What about adding as a "weapon" the quinetic/stasis modules?
-Left Click - Quinetic module: pulls dropped items and breaks smashables. If the smashable was a spike, a one use spike projectile is created floating in front of player that deals massive damage when shoot.
-Right click - Stasis module: No damage projectil that aplies the Slow Debuff[starbounder.org].
Edit: I've been thinking about it and I believe the stasis module needs something else. Slow Debuff[starbounder.org] reduces running speed but it also greatly reduces jump height, which the stasis module shouldn't do. It also leaves untouched falling speed, wich the stasis module should reduce. The only "easy" workarround for this that I can think about would be aplying also the Light Buff[starbounder.org], wich kind of "compensates" both issues. It also reduces fall damage, wich stasis module should't do either, but don't seems much of a problem.