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
The flamethrower should be buffed in its aiming and firing speed, burning spread and burning effect. Some kind of fire-proof suit is also required. Zombies burning should deceased much faster , and weak zombies lose their mobility as soon as they are been hit by fire directly. Fire split should also leave a fan-shaped burning area for better crowd control ability.
More mobility punishment can be accepted, as long as flamethrowers can have expected power.(translated text, may course confusion, sorry~)
In the vanilla, executioners seem to rampage even if they see a dead ally, or if they notice special forces.
Please, don't nerf zombies, have pity on the alternatively living opponents! Better make some of them fast but durable, like now, and some - heavily armored, like the current riot police, but classic slow. :)
Also, I'm thinking of drastically reducing their movement speed in the next patch because sometimes player can't cope with them. That might help.
Huge building in the hood, more than 200 Z-nicks, 3 hostages, day mission.
No matter what I do some Buisnesslike Ben takes a notice and rushes killing hostages. It's simply impossible to reach and save them, due to dense rooms and Operator Olivers decloaking my agents.
Does this mission meant to be possible?
So I wrote a warning; is it OK for you? Or should I comment them out?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454673734
If you find a bug or overlook, please tell me.
I used MARSOC's JTAC to level the place, the zombies came attack from over there , if there's no over there left to attack from.
I had some idea for solve this, but i don't have enough time for working and test about them.
You can still use Suppress Fire and GL to get through them. Or you can avoid Factory map as much as possible. I'm sorry, but please bear with me until the next patch.
It seems there are invisible enemies, some are coming into no-NVG sight range as shown, but some, once they run through dark areas, stay invisible.
I've played the campaign with two other unit mods and haven't seen this (maybe just lucky) it's only happening with the Hazard response guys. I'll go back to other units to see if I can replicate.
Other teams are 'British Infantry Platoon' and '22SAS v0.95'
I've done 4 rotations with each and never seen this bug, I'm just on my 1st rotation with Hazard guys.
Then later on a fully dark outdoor mission with good sight lines, NODs equipped, the zombies were turning red (in open ground) when running at me and killing my shooters in melee with no reaction from my team after they turned red. Only had this in one map so far (that was this obvious, at least). Having lots of fun with the mod, elimination missions are a very fun way to speed level my teams :) Many thanks for your efforts.
M870 MCS, can use Slug shell(under 25m, 100% crit)
AA-12 / FRAG-12 ammunition
AR-57
HK416D10
RPK-16 30rds mag
Mk.14 MGL Flashbang round
M202 Flash Launcher (can't reload)
may some weapons are not included because of modder's lazy
Amazing mod btw