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https://cdn.discordapp.com/attachments/781285306845364254/1324053480624750693/image.png?ex=6776c065&is=67756ee5&hm=0283819f8feb8c87da4c2eac642afd1d0fa2b5e0db52e04b5cd59769a30944cf&
I thought it was fixed. Let me check again.
1.弹药箱
弹药箱这张牌可以近似看成1费,获得8点格挡,上弹两发。
但和同样白卡的烟雾弹相比,烟雾弹不仅1费更加灵活,还可以完全上弹,以及交换装备,这样显得需要三费启动的弹药箱就有些鸡肋了。
如果可以,我个人觉得可以有两种修改方法:
(1).增加2点初始格挡,弹药箱变成:弹药箱【+】3费,获得10【14】点格挡,将2张小弹头加入手牌,可以一定程度上弥补弹药箱的缺陷
(2).弹药箱直接修改为:弹药箱【+】3费,获得4【6】点格挡,将3张小弹头加入手牌
这样就近似可以看成0费、获得4点格挡,上弹三发,这样也更符合“弹药箱”这个名字
Any logs or details?
Cool ideas, fun for a couple runs, think it could use a little work. Cool ideas though!
That's a text fault. Camouflage gives debuff for that many turns. I should have use "for N turns" like Panic Button does.
Kinda steamrolled through the spire, but I had fun doing it.
if you can use your super blade gunner to beat them, free virtual sandwich and cake for you
Along with that there were also the Mintyspire, Relic Stats, Bestiary, and Challenge the Spire mods.
I guess it might be from some relics that inserts exhausted card into your deck.
Did you play blade gunner with other mods?
Blade gunner doesn't have any effect that inserts card into master deck.
The character as a whole seems to have trouble generating block; Assault Vest felt like it was the only thing stopping the heart from just killing me in 3 turns.
Shotgun doubleshot reload is kinda ridiculous, doubly so (literally) when Ricochet enters the picture.
The purpose of "Drop gun" is for a strategy having no guns in deck. It's powerful enough at the beginning of the game when you don't have much shooting cards. But it does conflict with most of the cards. Another fact is that you can draw additional cards with it, so you can easily draw a gun card and quit the state. Maybe it's better to put guns into draw pile instead of discard pile. Thus, it won't be too bad for who want to use guns.
In version 1.0.0, having multiple gun cards is not good because you can have only one of them equipped. So there're not much cards that encourage having multiple guns. I would refine this, adding more cards that benefit from multiple guns.
"Mecha form" is a form card, which all vanilla characters have, like "Demon form", "Wraith form". It should be at 3 cost and powerful. I agree that you feel this card too powerful. I'm considering to remake it and keep its cost and rarity.
1) Drop gun: Feels counter-productive to the whole Blade Gunner theme, as it discourage gun usage. Maybe grant strength & draw cards equal to number of guns equipped (one time, not ongoing) instead? This would actually encourage having multiple types of guns in your deck.
2) Mecha Form: Feels too powerful. Maybe reduce str/dex gain to 1, and cost to 2 (1 with upgrade)?
I didn't adjust drop rates. Maybe you should ask StS developers.
It is frustrating when playing a shooting card without ammo or being jammed. I didn't prevent players to play it without ammo, because it can trigger effects from playing attack cards like Shuriken or Kunai, which gives more options to players.
Currently, my suggestions is that always take care of shooting count on card. If you have 0 ammo, shooting count will be 0 too. This also works when you have Jam cards.
I think I have a better solution - when you run out of ammo, your first attempt of playing next shooting card will be blocked and have a popup "I have run out of ammo", and the attampts after that won't be blocked, so you can still play shooting cards without ammo.
- the other thing i think would be cool, is when you play a Shotgun power card, instead of just swapping to a shotgun, to actually have it also fire 1 shot with it :) same for other ones too when you switch to another weapon, you also get to make 1 attack with it :)
(maybe for the upgraded version at least)
a couple of things that i thought about...
- you already have a warning message about the roulette card (as it can only be played with a revolver, + only with exactly 1 bullet)...this is good but some other cards like the dual shots, still let you play them, even if you forget you are missing ammo... i think if its possible to have a popup saying "you need bullets" it can help.
(on the other hand, there are some cards or relics which exist, and do something based on number of attacks played, so doing this would prevent those from counting the card as an attack etc but several times the mod let me play an attack which i later realised that i was shooting a shotgun but doing 0 damage due to not having ammo :)
角色初始卡牌比原版的四个角色明显弱不少,上弹卡只提供3点防御,输出除了打击就只有那一张8伤害的射击。高进阶下前期选不到想要的卡,连对付弱怪池的小怪都要损失不少血量,过渡太艰难。
然后卡牌强度,我的感觉是,金卡整体偏强,特别突出的是那张弹药补给,删掉初始上弹卡只留这张弹药补给,使用弹夹容量小的武器比如火箭筒,利用初始遗物检索回手的能力反复触发效果,可以做到近乎无敌。
再就是白卡的快速拔枪,一费五连发再补张牌,集容易获得、输出高、清理卡壳方便、吃多段力量加成等优点于一身,我很多把都是无脑拿快速拔枪,配合紧急上弹,兼一点燃烧牌或增幅力量的牌,依靠高爆发莽过去的。