CD2 · TIER 8
San Bruno Primate Shelter
作者 StoneMasons
作者說明以爬蟲(crawler)為主題的難度。
原表編輯評語幾乎所有東西都會生成爬蟲:nexus、育種者、猴子砲(!)、小蟲隧道、蟲蛋。牠們會在波次和蟲潮中生成,你永遠看得到牠們。這個難度可以用火焰隊打,但鑽機手的角色相當辛苦,因為爬蟲會直接跳過黏性燃料。它的一個特點是固定型敵人階段比其他難度更硬,所以某些任務類型自然會更難,尤其是煉油和護送。提示:戳 nexus 或觸發小蟲隧道之前要好好想清楚,尤其是你一個人的時候,並試著在語音裡先講一聲。 這個難度沒有針對 64 aggro bitfix 做平衡,作者建議用原版的 32 aggro 來玩。
中文說明是本站翻譯;難度名稱、作者和代碼檔保持原文。翻譯若有出入,以原表英文為準。
需要的敵人套件
需要 MEV + DEA + EEE 到安裝頁下載敵人套件。
另有 1 個敵人代號本站對照表裡沒有
可能是新版遊戲的原版敵人,或其他模組的敵人。本站不猜測,列出原文: ED_DiddyKong
數值摘要
直接從代碼檔讀出來的數字。會在任務中變動的欄位只標「動態」,不自己推算。沒寫的欄位沿用原版難度,這裡不列。
- 敵人數量倍率
- 動態 (Mutate)
- 敵人傷害倍率
1 人 2 人 3 人 4 人 3.8 4.1 4.4 4.6 - 同時敵人上限
1 人 2 人 3 人以上 90 180 240 - 同時小蟲上限
1 人 2 人 3 人以上 90 180 240 - 同時小生物上限
- 40
- 補給花費(硝石)
- 動態 (Mutate)
敵人池變動
敵人池含動態規則
固定型敵人
+ED_Sprout_NormalED_ShootingPlant_NukeSingleED_ShootingPlant_NukeEXED_ShootingPlant_SpawnerED_CaveLeech_fatED_StabberVineED_MonkeyBarrager
這個版本的原文說明(作者寫在檔案裡)
A difficulty themed around crawlers, with ND as the base difficulty, but scaled to tier 6.5 (based on Von's tiering system). MEV, DEA, EEE required. Not recommended to play with 64 aggro cap. Recommended to play with a mod that minimizes crawler puddles. Thought Process: When I first started playing modded DRG, I used to play with pH-JPEG and crew. The most enjoyable sessions we had were when we felt like we were against the longest of odds, but through good coordination, and good teamwork, we overcame seemingly insurmountable odds and came out victorious. Eventually, things started to feel more routine, and I attribute that to the static movement style of default DRG. Grunts and company move in a very predictable pattern as do mactera, so fire comp, as much as it encourages movement, also began to feel boring. Especially when most of the swarm/waves/wave timers are mostly grunts. Mop them up and move on. It left me wanting to find a new style of cave madness, vary the movement, require more from the player to overcome and improve from a movement perspective. Enter monke. There is a 6x2EX Monke Edition floating around out there somewhere as an earlier proof of concept, but I think this difficulty provides a significant challenge to even the most coordinated teams to overcome. Monke also forces traditional fire comp teams to work beyond the 'lay sticky, run through sticky' mentality, and improve their game. Build variety is encouraged, but teamwork is a must. Voice chat is almost a necessity because the punishment for being out of position is severe. I think this difficulty captures the original feeling of when I fell in love with the game. Absolute chaos, but with a few memes. The most important thing is having fun. Feature List: - All warnings, mutators banned except parasites, cave leech cluster, swarmageddon - Stackable dwarves in the space rig - 40/50 standard resup cost, 40 flat in sabo, 20/50 in deep dives for pacing - Deep Scan, Escort, and Sabotage have been scaled back from a stationary, and encounter standpoint compared to the rest to make it not feel like tier 7 - Resup notifications when one is available - ND timers - Fat waves - THE FAT WAVE - 80% chance hyper diverse waves, 20% just one or two enemy type waves - Stationaries added Nukeballer, Penta Nukeballer, Monkey Baller, Monkey Barrager, Fat Cave Leech, Korloks, Stabber Vines - Enemies added Diddy Kongs, Donkey Kongs, Bloon Tower Defenses (whales that spawn either fast sentinels or turbo menaces), Monkeypox Breeders (whales that spawn Diddy Kongs), George, Fast Nemesis - Extraction Hell (see wave spawner for extraction) - Everything that can spawn something spawns a monke, try a swarmer tunnel for a demonstration - Silicate harvester wave spawner (thank Yo) Credits: I'd like to thank everyone who helped me test this as well as anyone who had input. I'll try to be specific: - Von (tester) - Yo (tester) - Fayree (tester) - Cass (tester) - Marian (tester) - SecondVerse (tester) - Aynush (tester) - Cez (tester) - Dahl (tester) - Darth Syphilis (tester) - Fresca Insalata (tester) - Gabriel (tester) - haslem (tester) - joanlamrack (tester) - mel (tester) - Nad (tester) - SimonM (tester) - temp (tester) - pH-JPEG (sensei and ND developer) - Donnie Danko (creator of DEA) - glyphid_teleporter (creator of EEE) - Creator of MEV (?) I'm definitely missing a few here, and I apologize if you are one of them. Ultimately, we stand on the shoulders of those who came before us, and we have help from our friends along the way. Team up with your friends. Coordinate. Do the impossible. The real cave madness is the friends we made along the way. It's late I need to go to bed, ggs.
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T8 這一階的說明
這個階級的難度平均來說非常難,最簡單的任務類型可以穩定打過,較難的任務(煉油、護送、搜救、8 顆蛋的挖蛋)則是真正的挑戰。壓力波次會一直來;因為固定型敵人非常危險(nuke barrager、spitwaller、各式各樣的生成型敵人等等),攻進房間需要大量耐心和技術;一般火焰隊會被拉得非常吃緊,偏向更好範圍清場的替代配裝會比較輕鬆:污泥、伽馬污染、神經毒素手雷、CT、ECR 或 MCAO,都是這裡常見的武器。
難度與代碼屬於各自作者,本站只整理並保留原檔。需要哪些模組請看 開始玩 CD2。
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玩過的心得、卡關的地方、代碼有問題都可以留在這裡。三種語言的頁面共用同一串留言。
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