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
This is probably a local issue because I use Ubuntu but does anyone know how I can fix this?
What I can suggest from what I've seen is to incorporate a permanent strike zone below the strike radius. To give you a clear idea. If a strike were to fall on a building, the zone would of course cover a sizable field, but since most of the targets are below the building (On the ground) the strike wouldn't affect them, since the initial impact is on the roof of the building.
Bomb
|
|
v
Rooftop Building or elevated area Impact (explosion) (Area of effect i.e damage)
|
|
v
On Ground Enemies (Unaffected) (shielded from the damage since the bomb didn't hit their spot but the roof that is directly on top)
Charlie 3 destroy acknowledge, open fire.
I love how the player-exclusive version is available for better bot targeting.
The strike itself is powerful but balanced, and counts for kills!
Seriously, you've outdone yourself! I'll be using this for the foreseeable future!
+ 350 Aura