Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just to confirm does slaughterhouse follow the same logic when attempting to track enemies?
Is there a setting in the config to change the behavior of having to wait 2 turns technically in the same spot if you have moved the turn prior?
What about Slaughterhouse not appearing at all some times?
@Wolf Renegade To be clear, as is stated in the ability info, the condition requires no movement on the *prior* turn as well as the current turn. So if a unit moves then tracks, the next turn, they still will not be able to use tracking shot.
Slaughterhouse suffers from a similar issue: the ability fails to appear on the ability bar about 90% of the time. When it does appear and is used, it often suffers the same problem as Tracking Shot. Additionally, I've noticed that it sometimes only marks the first target it hits, rather than affecting all intended targets.
Error! Pistol_MercPlasma has no AbilityDescName!