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报告翻译问题






I was able to replicably get the bugged HAG behavior to still kinda manifest after running the game with no mods except this and other YAML stuff. Running a lance of four HAG/30-equipped mechs and switching between them would sometimes:
-Result in a mech shooting 7 rounds in a burst, and reloading to a 5/6 state, whereupon it would shoot a 5-rnd burst and then be normal
-Much more rarely, detract 1/6 from the counter and go into full cooldown, repeat until it hits 0/6 and reloads to 6/6 whereupon it fixes itself.
Both of these tended to manifest after the first use of HAGs after switching into the mech, and would usually not persist. Nor are either of these cases all that severe, of course.
Fixed: Hyper-Assault Gauss cooldown for player / AI (really this time)
I've been firing Long Toms and Sniper Artillery at the very feet of enemy medium and heavy mechs, at 500+ range, only to have the shots not deal damage. Same issue when firing at buildings.
Once every ~5 shots it does seem to work though and the direct damage always takes effect when hitting.
I've dropped their heating to below 1/s for 2 hyper lasers (pirate fuel cells, coolant lines, mech quirks, etc), achieved 1.8/s cooling, yet the mech still overheats after firing for 2-3 seconds.
Also, when starting firing, it shows a "mech cored" effect at the firing point - not sure if intended but looks way janky.
I heard that the Assault Mech's melee weapons were usable on the Heavy Mech. But it is not available now.
Fixed: Hyper-Assault Gauss cooldown for player / AI"
Sorry, it was not fixed after all. Will do in next update, this time really :)
Fixed: Hyper-Assault Gauss cooldown for player / AI
I'm only putting this here so it's written down somewhere. It is unreasonable to expect this to be fixed, but I figured this would help someone else who's trouble shooting the same problem.
Fixed: Ballistic Heat Generated modifier is applied properly now / vanilla SRMs do heat damage
Changed: YAW Inferno and Magpulse heat application. Now YAW's Inferno SRMs do 0.75 damage, 1.0 heat damage immediately and 1.0 heat damage over 5s per burn effect (no limit on number of effects). Vanilla: 1.8 / 0.75 / 0.75 per burn effect (only one can be active). MagPulse does 1 heat damage to Mechs and 1 damage to non-Mechs.
Changed: Plasma Rifle now uses the vanilla Heat Damage. Still does double damage to non-Mech targets.
Changed: removed YAW's "MissileHeatDamage" from Mod Options, now all such heat is controlled by "BallisticHeatDamageMultiplier" (YAW and vanilla as well)
Changed: Heavy Gauss optimal range from 330 to 250m, Light Gauss optimal range from 880 to 660m, cooldown from 3 to 4s, SB Gauss pellets 20 to 15, spread 4 to 7m, cooldown from 6s to 4s
IS Machinegun T5
- damage: 2.4/s
- ranges: 208 / 416
Clan Machinegun T6
- damage: 1.95/s
- ranges: 187,5 / 375
Clan Machinegun description:
The Clan version is lighter and longer range.
Judging by the stats "supperrior" Clan technology sucks. And the description is a lie.
and I press K or CTRL+ # the ammo wont switch
Added: support for ThunderOfSuccessionWars sound mod (will not stop trace emitter fire sound when the mod is active)
Changed: moved Capacitor PPC cooldown code to the generic Weapon_CoolDownComponent like Ultra ACs, identifies by gameplay tag(s)
Changed: moved Compact Heatsink and Heatbanks 1-3 to YAML
Changed: Ultra AC ammo usage: 1/burst from 1/projectile, adjusted ammo amounts and ammo explosion accordingly
Changed: ammo equipment explosion damage set to 0 to all ammo. Now the ammo bins themselves will not explode, only the ammo within.
Fixed: LBX10-BF removed from disabled weapons list, LBX max range override in weapon emitter
Fixed: LBX techbase tags
Fixed: Capacitor PPC causing instant overheat
For me, the fix was to validate game files as that rechecks and forces mod updates as well.