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While I have said that the reason for releasing the WIP status squads early was so that RETRO DELTA players wouldn't need to recreate squads in the future, it seems likely now that the final version of TF Ranger will require situations where squads will need to be recreated, as it's possible that I may be able to tweak the structure of the Ranger Chalk based on the feedback from some of the players.
Retro Delta, however, is determined not to require any further re-creation, as its troop structure is already well established, and future improvements will be mostly about adding new equipment and balance tweaks. Some of you veteran players may have noticed that I've changed the year of the OTC COURSE/EXPERIMENT from 2003 to 2004, so maybe you can guess what new equipment I'll be adding to them.
注意:游骑兵特遣队仍处于开发中,因此仍会有许多调整。比如今天我就在制作RBA防弹衣的模型。
虽然我之前说过提早公布这个开发状态中的单位的原因是为了让老学校三角洲的玩家将来不需要重新创建小队,但现在看来,游骑兵特遣队的最终版本很可能会出现需要重新创建小队的情况,因为我有可能会根据一些玩家的反馈意见来调整这个单位的成员结构。
不过,老学校三角洲肯定是不需要再重新创建,因为它的部队结构已经非常完整,已经预留了多个兵种,所以将来的调整主要是增加新装备和平衡性调整。有些老学校三角洲的老玩家可能w会发现我将试训大队的年限从2003年改到2004年,有些人也许会猜到我将会为他们添加哪件新武器。
If it's deliberate, that's fine, just wondering if it is.
Since DK2 differs from DK1, where enemies predominantly use AK rifles, body armor below Level III has become practically obsolete in combat. However, for old-school squad, equipping them with advanced modern armor would break historical authenticity. Thus, I utilize the Combat Stance mechanic to boost their survivability as a workaround. For factions already equipped with cutting-edge armor, applying this doctrine would further imbalance gameplay. Therefore, I selectively implement this mechanic based on faction context.
long story short, Combat Stance is intend to be a buff on armor.
You will get extra cover range and bulletproof level with Combat Stance, like 90 degree armor compare with 45 degree. Make sense right? a high train operator know how to keep himself safe.
But giving 2 extra level might be a issue, are you suggesting it's too powerful like need a nerf or something?
Huh? Maybe it varies from faction to faction, but Delta Force has 4 levels of it, which, at +5 protection per level, is 20, hence 2 tiers.
And 10% coverage per level, which is an additional ~40%, regardless of the tier of protection, is quite high! For example, I had an insurgent mag dump a Delta operator at point-blank range, ending up with him taking 33 shots, but only sustaining injuries bad enough that it took two days for recovery.
The 10% increase in defense area was designed with vanilla parameters in mind.
Nonetheless, at this point I'm cluttering up the discussion thread! So, I apologize for pressing the issue. I'll drop it here. Apologies.
I'll check with the developer on this one to see if I'm misunderstanding how this parameter is used. If so, I will make the proper adjustments in the near future. TKS for your suggestion
Suppose I set the following parameters on the body armor:
<ProtectionArc degrees="90" coveragePercent="40" piercingProtectionLevel="45"/>
Then I set on the doctrine
extraProtection90="5”
When activate the doctrine, piercingProtectionLevel=45+5=50
So the way I'm currently using it should be correct it, it will make level IIIA to level III, not to level IV.