婆罗门
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战斗力 鹅
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注册时间 2009-4-15
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本帖最后由 M82 于 2017-1-19 07:43 编辑
匕首,这种SB副武器谁想出来。短也就算了,还没有相关的匕首技能。美其名曰保护机枪手的菊花,用来自慰的。人给我站出来,保证不抽你。
COMBAT
Shotguns are less accurate at medium and long ranges
LMGs are less accurate at point-blank range
Pistols and SMGs are between shotguns and assault rifles in terms of accuracy at range
On Veteran+, enemy reinforcement flares do not appear to XCOM
Reinforcements on many missions will appear at more regulated intervals, based on regional ADVENT strength. They will start out somewhat stronger than in vanilla and end up far stronger.
Enemy pods may have up to 8 enemies. Larger all-alien pods will almost always have more than two species.
Enemy pods will now employ certain tactics before they engage XCOM. This may include going to protect the objective or attempting to flank XCOM. They also have a broader set of options if they become aware a battle is underway, typically from hearing weapon fire/explosions or seeing dead allies.
Enemy AI will generally be more careful about cover and moving. They will order their turns to put units with certain ability types ahead of others.
Enemies who activate on their own turn will have a chance to take a ‘reflex’ action. If the unit was previously aware that a battle is underway, this may include firing at XCOM if they are unharmed after their scamper move.
Throwing any grenade has a one-turn cooldown before you can throw something else. Launching a grenade does not.
It now takes the Skyranger multiple turns to arrive after you throw the evac flare. Certain factors like Squad Size and infiltration status affect the number of turns. Throwing the evac flare reveals the squad.
When receiving a potentially fatal wound, soldiers are more likely to bleed out in general rather than die immediately.
Mission timers may be extended by officers using the “Intervention” ability. Using this ability costs intel.
Absent certain grenadier perks, grenades rarely destroy all but the most fragile of cover or induce vehicles to immediately explode.
Minimum explosives damage falls off from the center of an explosion. So a grenade that does 6-8 damage at the center will do 1-8 at the edge of the area of effect.
Rockets scatter based on a soldier’s aim, distance to target, perks, and whether or not the soldier has moved yet.
Loot drops are more common, but contain less loot.
GEAR
All armors have three utility slots. Pistols now go in utility slots.
Each full utility slot reduces your mobility by one. Base mobility is 15 for soldiers.
Soldiers may equip vests (bonus hp + a special bonus) and plating (ablative HP that functions like shieldbearer shields) at the same time in utility slots.
Most items, including weapons and armor, must be constructed individually. The schematic system of upgrading all weapons at once is largely eliminated.
Proving Ground projects are now tied explicitly to single items and generally enable mass production of a given ammo, grenade, vest, weapon mod, etc. in engineering.
All primary weapons have at least three slots for upgrades.
Repeaters are gone. They now function as suppressors and reduce infiltration time as well as the range at which enemies can hear your fire.
Stocks now provide the “Steady Weapon” ability (turn-ending action to provide bonus aim and crit on the next turn) instead of doing damage on misses.
Hair Triggers now provide to-hit bonuses on reaction fire. Scopes now only work on non-reaction fire.
CLASSES
Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter
Shinobi: Primary: Rifle, SMG or Shotgun; Secondary: Sword
Ranger: Primary: Rifle, SMG or Shotgun; Secondary: Sawed-off Shotgun
Assault: Primary: Rifle, SMG or Shotgun; Secondary: Arc Thrower
Gunner: Primary: Cannon; Secondary: Combat Knife
Grenadier: Primary: Rifle, SMG or Shotgun; Secondary: Grenade Launcher
Specialist: Primary: Rifle, SMG or Shotgun; Secondary: Gremlin
Technical: Primary: Rifle, SMG or Shotgun; Secondary: Gauntlet
Psi Operative: Primary: Rifle, SMG or Shotgun; Secondary: Psi Amp
Spark (DLC): Primary: Spark Rifle; Secondary: Bit |
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