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回報翻譯問題
@Sindrathion It's funny you mention this, because I recently redid all of the PAP SFX on my end. So when the next update comes out, the PAP SFX will be lush. Look forward to it!
Somewhat unrelated, but do you by any chance know when your friend's WWII mod will be coming out? I've been itching to play some classic (and modern) maps with old school weapons for a while now.
I disabled the commands. For now at least.
@HeX Reapers
Actually, I will be re-introducing a perk limit to the mod in this upcoming version. However, it'll naturally increase as you progress to higher rounds (you'll still be able to get everything over time). Eventually there'll be a custom HUD to work out visual bugs, like with the power up icons overlapping (they will overlap in this next version). But that's a ways off.
As for the WW2 mod, I'm not sure when it'll be done. He seems to be stuck in a rut and I keep telling him he should do what I do and publish it as WIP. If he doesn't hurry up, I may begin work on my own. lol
I've always felt this mod in its current state has a relatively difficult early game if you don't use mega gums (or any), which I genuinely enjoy. Will this new update have any notable stats changes for certain weapons? My biggest gripe about the weapon balance right now is how a lot of the guns just get an absurd stockpile of ammo. This rarely ever pushes me out of camping spots or forces me to try new weapons due to me not running out of ammo. I'm a pretty big advocate for things being challenging until you've grinded hard enough, but I suppose it's all preference at the end of the day.
Happy to hear the next update is coming out soon! Hopefully your friend takes your advice for the WWII mod at some point too.
@HeX Reapers Ammo is likely to be nerfed across the board whenever I get around to scripting my planned Scavenger perk (which'll be interesting to try and balance). There's a few other balance changes I'll be implementing over time, as some new features are going to make aspects of the mod harder/easier (like how 1.2's Survival Bonuses slow the pace down for acquiring perks).
@Twisted Metal This is actually something I thought about and may possibly implement at some point. I was even thinking Exclusion Zone from MWR (similar to Dark Matter from BO3) as the PAP camo with colored variants for maps that have varied camos.
@Blitzkrieg I'm glad you like it! Haha. The weapon name is differently colored to indicate that it has a special ability (its ability, if you didn't notice, is to drain directly from stock). ;) Other weapons will have special abilities when upgraded eventually too.
As for suggestions, here are a few; I know its kinda gross, but I like to play zombs with a controller, and I didn't know if you knew that none of the weapons have any sort of vibration feedback when fired or reloaded lol. I couldn't find it mentioned by anyone else so I figured I'd point it out, but thats a small one :)
The second is more opinionated so feel free to throw it out if you disagree. I noticed you said you were reaching the weapon limit, and there is a pretty great variety of guns here, but I saw it is mostly due to all the variants for the guns. In my opinion, more individual guns to play with adds way more variety and replay value to the mod than the variants, such as akimbo smgs and stuff. I know a lot of people love those though, but I'm sure there are more like me that don't care much for stuff like akimbo variants and would rather have more guns in general, so maybe two versions of the mod, one with lots of variants, one with more guns (I know that could be a hassle though, so again its just my two cents).
Anyway, great mod :D