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以下均为机翻内容(还有Cinematic Combat我不知到要怎么翻译,有更好的请告诉我。)
特征
- 武器射程增加,散布按比例减少
- 地图更大,船只更快,但控性略差
- 盔甲与原版盔甲的倾斜、伤害阈值和伤害类型调整
- 导弹武器调整
- 光束武器伤害公式更改
功能(但更深入)
(可在设置中配置)
投射武器 投射武器的射程和弹速翻倍。 武器射程基于原版射程的倍数,而不是弹速的倍数(例如,轨道炮的射程超过针刺炮)。 投射武器的散布和散布增长乘以0.71的系数,以保持类似原版的散布效果。 动能武器可以产生跳弹。 动能、高爆和破片武器的数值恢复为原版值,伤害匹配也恢复为原版值。 原版中增加/减少射程的船体插件已调整,以适应新的默认射程。
光束武器 光束武器的射程增加三倍。 光束武器根据距离遵循简化的伤害衰减曲线:
0到1/3射程:1.5倍到1.0倍伤害 1/3到2/3射程:1.0倍到0.5倍伤害 2/3到最大射程:0.5倍到0倍伤害
导弹武器 导弹的最大弹药量根据发射器大小/武器类型翻倍、三倍或四倍。 导弹射程根据发射器大小/武器类型翻倍、三倍或四倍。 导弹属性相应调整。 导弹的齐射数量恢复为原版值(例如,蝗虫导弹现在一次发射30枚,而不是4枚)。
装甲 装甲角度调整会在45度角时使相对装甲值增加1到1.41倍。 最小伤害(伤害减少到15%或更低)会受到伤害阈值的影响。 伤害阈值根据船体大小按10/15/20/25的比例减少伤害,并受伤害类型调整的影响。 伤害阈值不适用于被剥离(最小化)的装甲。 所有三个科技级别的巡洋舰/主力舰现在可以承受轻机枪/轻型自动炮的火力而不会受到显著伤害,伤害越高,表现越接近原版。 结合光束公式的变化,光束武器的有效射程由船体大小决定。它们可以在接近最大射程时摧毁护卫舰,但可能需要靠近才能剥离重型装甲。
船体伤害
护盾
舰船
以及更多!
为什么我修改了这个模组
《真实战斗》(Realistic Combat)模组比其他任何模组都更能激发我的想象力。我喜欢那种需要精心布置阵型、设计火力线和侧翼攻击的感觉。我喜欢看到庞大的无畏舰在压倒性的火力面前屹立不倒。我喜欢武器拥有符合其级别的射程,而不是在太空中进行近身肉搏。 - 鉴于以上这些优点,请不要对下面的内容过于认真。它们只是一些为了戏剧性和喜剧效果而夸张的小抱怨。
- 这一切的起因是我想要一只能够一次性发射30枚导弹的蝗虫(Locust)。
- 在《真实战斗》中,HIL(重型冲击炮)在100距离外无法穿透Lasher(一种轻型舰船)的装甲。
- 机翼的耐久度是原版的10/20倍。
- 护卫舰(Frigates)在没有几枚“死神”(Reaper)导弹的情况下,无法对主力舰(Capital Ship)造成伤害。
- 轻型突击炮(Light Assault Gun)在游戏中无法对任何一个目标造成有效伤害。
- 当导弹用尽后,如果你失去了装备“地狱炮”(Hellbore)的舰船,战斗可能会拖延10分钟,慢慢消耗剩余的几艘敌舰。
- “针刺炮”(Needlers)的射程比轨道炮(Railguns)还远。
- 我在《真实战斗》自带的技能和那些与重制后的伤害模型不兼容或表现不佳的高质量舰长技能之间左右为难。
- 在某些对战中,必须完美地以90度角命中目标,这简直让人抓狂。
- 一枚“死神”导弹在敌舰船体上制造了一个小太阳,却没有对装甲造成任何伤害。
- 经过修改的光束武器(尤其是瞄准光束)要么过于强大,要么过于弱鸡。
- 专门用于剥离装甲的武器极其强大。
- AI无法适应某些舰船改动后的操控方式,导致它们四处乱飞,根本无法命中目标。
- 所有武器都自带完美精准度/无散射,并且自动瞄准的精度也是完美的。
- 高爆伤害对装甲的效果竟然比动能武器还差。
- 由于弹药上限的限制,修改版和原版的导弹弹药表现非常奇怪。
- (小型!)Gorgons(一种舰船)竟然能一炮秒杀Invictus(一种大型舰船)。
- 最小装甲值、最大装甲值、有效装甲提升、烧蚀装甲等功能不再起作用。
- Features
- Weapon range is increased, spread is decreased proportionally
- The map is larger, ships are faster, but handle slightly worse
- Armor angling with vanilla armor, damage thresholds, and damage type adjustments
- Missile weapon adjustments
- Beam weapon damage formula alterations
[close]
Features (but more in depth)
(configurable in settings)
Projectile Weapons
- Projectile weapons range and projectile speed doubled
- Weapon ranges are based on a multiplier of vanilla ranges rather than a multiplier on projectile speed (i.e. railguns outrange needlers)
- Projectile weapon spread and spread growth multiplied by a factor of 0.71 to maintain a vanilla-esque spread
- Kinetic weapons can ricochet
- Kinetic, HE, and frag weaponry returned to vanilla values, with damage matchups returned to vanilla values
- Vanilla range increasing/decreasing hullmods adjusted to conform to new default ranges
Beam Weapons
- Beam weapons have tripled range
- Beam weapons follow a simplified damage falloff curve according to distance:
0 to 1/3rd range: 1.5x to 1.0x damage
1/3rd to 2/3rd range: 1.0x to 0.5x damage
2/3rd to max range: 0.5x to 0x damage
Missile Weapons
- Missile maximum ammo doubled, tripled, or quadrupled based on launcher size/weapon type
- Missile range doubled, tripled, or quadrupled based on launcher size/weapon type
- Missile stats adjusted accordingly
- Missile burst size returned to vanilla values (i.e. the locust now fires 30 instead of 4)
Armor
- Armor angling increases relative armor value between 1 and 1.41x at a 45 degree angle
- Minimal damage (damage reduced to 15% or less) is subject to a damage threshold
- Damage thresholds reduce damage by 10/15/20/25 scaling with hull size, and subject to damage type adjustments
- Damage thresholds do not apply on stripped (minimal) armor
- All 3 tech level cruiser/capitals can now take lmg / light ac fire on armor without significant damage, the higher damage gets the more like vanilla it behaves
- Combined with the beam formula change, beam weapons effective ranges are determined by hull size. They can destroy frigates at near max range but may need to close in to strip heavy armor.
- Hull damage reduces cr, dropping to 30% of starting CR at 0 hull
Shields
- Shields are unchanged from RC, they only function differently due to the beam formula change
Ships
- Ships max speed slightly increased (more for lighter ships)
- Ship handling largely unchanged, most ships have slightly worse deceleration
- Map size slightly larger to allow frigate skirmishes before capitals arrive
And more! Many minor features of RC have been simplified or dumbed down
[close]
Why I modded this mod
Realistic Combat captured my imagination like no other mod. I love the careful positioning, firing lines and broadsides. I love hulking dreadnaughts shrugging off overwhelming oncoming fire. I love that guns have gun-tier range, rather than knife fighting in space.
In light of all this, please do not take the list below seriously. They are petty grievances exaggerated for dramatic and comic effect.
- This started because I wanted a locust capable of firing its usual 30 missiles per burst.
- The HIL in RC can't penetrate the armor of a lasher past 100 range
- Wings are 10/20x tankier than vanilla
- Frigates get one shot and cannot harm a capital without a few reapers
- The light assault gun cannot harm a single target in the game
- After missiles run dry, fights can take 10 minutes of whittling down the few remaining ships if you lost your hellbore-ship
- Needlers outrange railguns
- I was stuck between the innate RC skills, or quality captains skills that were incompatible or functioned poorly with the reworked damage model
- The requirement to get a perfect 90 degree hit on certain matchups was maddening
- A reaper did no armor damage despite creating a miniature sun on an enemy hull
- Modded beams (especially targeting beams) were wildly op or underpowered
- Armor stripping armaments were extremely op
- The AI could not handle the altered handling on some ships, causing them to zoom around wildly not hitting any shots
- All weapons being innately at perfect accuracy / no spread and perfect auto targeting accuracy
- High explosive damage being worse against armor than kinetics
- Modded and vanilla missile ammo being very odd due to max ammo caps
- (small!) Gorgons literally one shotting an invictus
- Minimum armor, maximum armor, effective armor increases, ablative armor, etc no longer functioning
MOD很好但是我建议改下配置
导弹太快,鱼雷太慢(Cinematic Combat 1.0.1\data\config\WeaponSettings.json)
武器类型的伤害不合理(Cinematic Combat 1.0.1\data\config\DamageModel.json)
根据船体大小免疫一部分伤害不合理(Cinematic Combat 1.0.1\data\config\DefensiveSettings.json)
上面是更改的文件地址
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