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MECH ENGINEER(機械工程師)steam指南

2023-06-11 02:52 作者:直覺型愚者  | 我要投稿

注意!此為搬運的steam上該游戲的指南翻譯,如有侵權望告知

注意!此指南并非最新版,有出入的地方以游戲?qū)嶋H為準

Guide to Gameplay
游戲指南
Will be piecing this together slowly part by part.

將慢慢地一部分一部分地拼湊起來。

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Introduction

介紹

I'll be filling out this guide as I have time with information to help clarify the systems in this game.

我會填寫這個指南,因為我有時間提供信息來幫助澄清這個游戲中的系統(tǒng)。

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Starting Location

起始位置

When you start a new game, you will get to choose where your base starts. As you move around the cursor, each area will show up as either red or white. White locations are "easy" to handle terrain; red locations are difficult, and will generally require you to have upgraded and specially fitted out mechs to succeed. When choosing a starting location, there's no difference between choosing a red or white spot, but you will want to choose a location that has access to a lot of white spaces, or you're not going to make it very far.

當你開始一個新的游戲時,你可以選擇你的基地從哪里開始。當您在光標周圍移動時,每個區(qū)域?qū)@示為紅色或白色。白色位置“容易”處理地形;紅色位置是困難的,通常需要你升級和專門安裝的機械才能成功。在選擇出發(fā)地點時,選擇紅點或白點沒有區(qū)別,但你會想選擇一個可以進入大量空白的地點,否則你就走不了多遠。

This is what I've found to be the best starting spot:

這是我發(fā)現(xiàn)的最好的起點:

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This is a red desert tile in Africa. You start pretty close to three cities, and you have fairly easy access to Europe, Africa, and Western Asia.

這是非洲的一塊紅色沙漠瓷磚。你的起點離三個城市很近,而且你可以很容易地到達歐洲、非洲和西亞。

Getting to Eastern Asia from here looks like it would be easy, but is actually fairly difficult. There's unpassable mountains, and 300 degree terrain that block off most routes to Eastern Asia. You'll have to cross some 161 degree red desert to get to Eastern Asia, and there's a high chance you will get blocked out by enemy bases on these tiles, so you'll need some luck. In practice, you'll probably need to get to Eastern Asia through the Indian Ocean, so prepare accordingly.

從這里去東亞看起來很容易,但實際上相當困難。那里有無法通行的山脈和300度的地形,擋住了通往東亞的大部分路線。你必須穿過161度的紅色沙漠才能到達東亞,而且你很有可能被這些瓷磚上的敵人基地擋住,所以你需要一些運氣。在實踐中,你可能需要通過印度洋到達東亞,所以要做好相應的準備。

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Here's one interesting starting spot:

這里有一個有趣的起點:

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This is a red water tile. Choosing this as a starting location connects North America to Europe with a white trail of tiles, which allows you to access most of the white areas of the map without needing to go through any red tiles. You might still get blocked by an enemy base, but at least you have a chance of making it through with minimal difficulty.

這是一塊紅色的水瓷磚。選擇這里作為起點,可以通過白色瓷磚連接北美和歐洲,這樣你就可以訪問地圖上的大部分白色區(qū)域,而無需穿過任何紅色瓷磚。你可能仍然會被敵人的基地阻擋,但至少你有機會以最小的難度通過。

In theory this should be a pretty good starting spot. In practice, I've had really bad luck with this spot, getting wedged in by enemy bases, hard enemy spawns at the start, and enemy bosses chasing me very early.

理論上,這應該是一個很好的起點。在實踐中,我在這個地方運氣真的很差,被敵人的基地卡住了,一開始就產(chǎn)生了強大的敵人,敵人的BOSS很早就追上了我。

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Internal Combustion Engines (ICEs)

內(nèi)燃機

Injectors and Pistons

噴油器和活塞

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In general, run the biggest piston with the smallest injector that will meet your energy requirements.

一般來說,用最小的注射器運行最大的活塞,以滿足您的能源需求。

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The behavior or Injectors and pistons are not documented at all in the game, as far as I can tell. However, they appear to work as follows:

據(jù)我所知,比賽中根本沒有記錄注射器和活塞的行為。然而,它們的工作原理如下:

Higher injector values increase energy output and decrease maximum temperature.

較高的噴射器值可增加能量輸出并降低最高溫度。

Higher piston values decrease energy output and increase maximum temperature.

活塞值越高,能量輸出越低,最高溫度越高。

Both change the values at an equal inverse to each other, so increasing the value of both the injector and piston by the same amount will result in no change to an ICE. It's only the difference between the two values that matters.

兩者的值都以相等的倒數(shù)變化,因此將噴油器和活塞的值增加相同的量將不會導致ICE發(fā)生變化。重要的只是這兩種價值觀之間的差異。

Note, the maximum temperature is the maximum temperature caused by load on the ICE, and has no impact on external temperature resistance.

注意,最高溫度是由ICE上的負載引起的最高溫度,對外部溫度電阻沒有影響。

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AUX Components

AUX組件

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The general rule with AUX components is to always fill up slots 1-4 with cooling modules, always put a system multiplier in slot 6, and put either a cooling module or a system multiplier in slot 5, depending on what you are optimizing for.

AUX組件的一般規(guī)則是始終用冷卻模塊填充插槽1-4,始終在插槽6中放置系統(tǒng)乘法器,并在插槽5中放置冷卻模塊或系統(tǒng)乘法器,具體取決于您正在優(yōu)化的內(nèi)容。

First thing to note is the order of the AUX components matters. The components are loaded in from top to bottom, right to left. When you hover over one of the AUX component slots on the ICE, the top number will show you the order number: 1 through 6.

首先要注意的是AUX組件的順序很重要。零部件是從上到下、從右到左加載的。當您將鼠標懸停在ICE上的一個AUX組件插槽上時,頂部數(shù)字將顯示訂單號:1到6。

The second thing to note is that up to 4 numbers that will come up when you hover over a component slot. They appear to be as follows:

第二件需要注意的事情是,當您將鼠標懸停在組件插槽上時,最多會出現(xiàn)4個數(shù)字。它們看起來如下:

Slot number

插槽編號

System Direction Negative

系統(tǒng)方向負極

System Direction Positive

系統(tǒng)方向正極

Cooling

冷卻

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System multipliers will have all 4 numbers.

系統(tǒng)乘法器將具有全部4個數(shù)字。

Cooling components will have three numbers, with the middle number being the System Direction, with an implicit negative or positive, depending on the cooling type.

冷卻組件將有三個數(shù)字,中間的數(shù)字是“系統(tǒng)方向”,根據(jù)冷卻類型,有一個隱含的負數(shù)或正數(shù)。

There are three types of Aux components:

輔助部件有三種類型:

Internal Cooling

內(nèi)部冷卻

Use this when you are using weapons that produce a lot of heat.

當你使用能產(chǎn)生大量熱量的武器時,請使用這個。

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-0.04 System Direction

+0.20 Cooling

-0.04系統(tǒng)方向

+0.20冷卻

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External Cooling

外部冷卻

Use this when you want to increase the environmental heat resistance of your mech.

當你想提高你的機械的環(huán)境耐熱性時,可以使用這個。

+0.04 System Direction

+0.20 Cooling

+0.04系統(tǒng)方向

+0.20冷卻

System Multiplier

系統(tǒng)乘法器

These multiply the cooling and system totals of the previous component slots. Only use these in slots 5 or 6.

這將使以前組件插槽的冷卻和系統(tǒng)總計相乘。只能在插槽5或6中使用這些。

1.5 * System Direction

1.2 * Cooling

1.5*系統(tǒng)方向

1.2*冷卻

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Examples

實例

Environmental Heat Resistance Optimized

環(huán)境耐熱性優(yōu)化

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This layout sacrifices a bit of overall cooling, but gives you a max outside temp of 156 on the starting mechs. In practice this layout seems to be the most useful for the start of the game, since the highest environment temperatures you see are either 161 or 295. This layout lets you access most terrains, and lets you complete a 161 temperature mission with heavy damage to your mechs if you really need to. You won't be able to complete a 295 temperature mission with this engine, so don't try.

這種布局犧牲了一點整體冷卻,但在啟動機械上的最高外部溫度為156。在實踐中,這種布局似乎對游戲的開始最有用,因為你看到的最高環(huán)境溫度是161或295。這種布局可以讓你進入大多數(shù)地形,如果你真的需要的話,可以讓你完成161攝氏度的任務,對你的機械造成嚴重損壞。使用這種發(fā)動機你將無法完成295攝氏度的使命,所以不要嘗試。

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It would be nice if this layout could handle 161 on the starting mechs, but I haven't found a way to get it there.

如果這種布局能在啟動機械上處理161,那就太好了,但我還沒有找到實現(xiàn)它的方法。

Weapon Cooling Optimized.

武器冷卻優(yōu)化

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This layout is fully optimized towards weapon cooling. It gives you a max outside temp of 112, which is high enough most environments. You really only need this if you're going really heavy on heat producing weapons though.

這種布局在武器冷卻方面進行了充分優(yōu)化。它給你的最高室外溫度為112,這在大多數(shù)環(huán)境中都足夠高了。不過,只有當你真的要大量使用發(fā)熱武器時,你才真正需要這個。

You can swap slot 5 for another internal cooling component for a minor increase to the overall cooling, but the weapon cooling amount will drop significantly.

你可以將插槽5換成另一個內(nèi)部冷卻組件,以略微增加整體冷卻,但武器冷卻量會顯著下降。

Balanced Cooling Layout

平衡冷卻布局

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This is a fairly balanced engine layout that I've had success with. It gives you the highest possible overall cooling at 2.20, with a slight bias to external cooling. It gives you a max outside temp of 121, which is high enough for most missions.

這是一個相當平衡的發(fā)動機布局,我已經(jīng)取得了成功。它可以在2.20的溫度下為您提供盡可能高的整體冷卻,并略微偏向于外部冷卻。它給你121的最高外部溫度,這對于大多數(shù)任務來說已經(jīng)足夠高了。

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Nuclear Reactors

核反應堆

Nuclear reactors seem complex, because there is a lot of components and a lot of numbers for everything, but no in-game documentation at all.

核反應堆似乎很復雜,因為所有東西都有很多組件和數(shù)字,但根本沒有游戲中的文檔。

In practice, you can ignore all those numbers. There's only one thing to keep in mind with nuclear reactors: more energy = more heat. Too much heat, and you're going to have problems. You should be fine as long as you limit a reactor's energy output to around 130. Any higher, and you will either have an unstable reactor, or mech overheating problems.

在實踐中,你可以忽略所有這些數(shù)字。核反應堆只需要記住一件事:更多的能量=更多的熱量。太多的熱量,你會有問題的。只要你把反應堆的能量輸出限制在130左右,你就應該沒事。再高一點,你要么會有一個不穩(wěn)定的反應堆,要么會有機械過熱的問題。

Nuclear reactors have three types of components: AUX, Kernel, and Safety

核反應堆有三種類型的組件:輔助、核心和安全

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Components

組成部分

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AUX

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AUX works very similar to ICE AUX, but with some minor differences. At time of writing this, due to the way nuclear reactors work, there's pretty much only one AUX layout that makes sense to use most of the time:

AUX的工作原理與ICE AUX非常相似,但略有不同。在撰寫本文時,由于核反應堆的工作方式,幾乎只有一種AUX布局在大多數(shù)時候都有意義:

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Slots 1-4: Inner cooling

插槽1-4:內(nèi)部冷卻

Slots 5-6: System Multiplier

插槽5-6:系統(tǒng)乘數(shù)

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This is because nuclear reactors tend to not have issues with external temperatures if built correctly, and tend to run guns that generate a lot of heat.

這是因為如果建造正確,核反應堆往往不會出現(xiàn)外部溫度問題,而且往往會運行產(chǎn)生大量熱量的槍支。

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Kernel

內(nèi)核

There's three types of rods in the kernel that control your reactor's energy output.

內(nèi)核中有三種類型的棒來控制反應堆的能量輸出。

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Slowdown Rods: Flat grey - essentially just take up a slot.

減速桿:扁平的灰色-基本上只是占據(jù)一個槽。

Reaction Rods: Bluish grey - increase your base reaction level.

反應棒:藍灰色-增加你的基礎反應水平。

Reaction Multiplier Rods: Red - multiply your base reaction level.

反應倍增棒:紅色-倍增你的基礎反應水平。

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There's lots of stats for these rods, and no explanation for what the stats mean. Instead of trying to reverse engineer these numbers, it's far easier to just figure out what works with some simple trial and error. You can swap in and out rods to see how it affects your reactor's energy level, until the output energy level is where you want it to be.

這些桿有很多統(tǒng)計數(shù)據(jù),但沒有解釋這些統(tǒng)計數(shù)據(jù)的含義。與其試圖對這些數(shù)字進行逆向工程,不如通過簡單的試錯來找出有效的方法。你可以交換進出棒,看看它如何影響反應堆的能級,直到輸出能級達到你想要的水平。

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Some important notes:

一些重要注意事項:

You always need at least 2 slowdown rods in your reactor. A reactor will never be stable with fewer than 2 slowdown rods.

你的反應堆里總是需要至少兩個減速棒。如果減速棒少于2個,反應堆將永遠不會穩(wěn)定。

The order of the rods does not matter.

桿的順序無關緊要。

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Safety

安全

This component provides a multiplier on your slowdown. The basic safety gives a 3x multiplier. I'm not sure if there's any other multipliers. There's not much to do here, expect to put in a safety.

這個組件為你的減速提供了一個乘數(shù)。基本安全系數(shù)為3倍。我不確定是否還有其他乘數(shù)。在這里沒有什么可做的,只希望放在安全的地方。

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Kernel Layout

內(nèi)核布局

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For convenience, here's the energy output for each stable combination of rods with the basic 3x safety multiplier. The layout is as follows:

為了方便起見,以下是每種具有基本3倍安全倍數(shù)的穩(wěn)定桿組合的能量輸出。布局如下:

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<Slowdown Rods> <Reaction Rods> <Multiplier Rods> | <Energy Output>

<減速桿><反作用桿><倍增器桿>|<能量輸出>

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2 3 3 | 147

2 4 2 | 144

2 4 2 | 141

2 1 5 | 135

2 0 6 | 123

2 5 1 | 121

2 6 0 | 88

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3 2 3 | 77

3 1 4 | 77

3 0 5 | 75

3 3 2 | 74

3 4 1 | 66

3 5 0 | 55

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4 0 4 | 56

4 1 3 | 56

4 2 2 | 55

4 3 1 | 52

4 4 0 | 47

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5 0 3 | 48

5 1 2 | 47

5 2 1 | 46

5 3 0 | 43

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6 0 0 | 40

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I generally find a 2 5 1 or 2 0 6 layout to be most effective for nuclear reactors.

我通常認為2 5 1或2 0 6的布局對核反應堆最有效。

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Example Layouts

布局示例

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With all that in mind, here's a couple example layouts.

考慮到所有這些,這里有幾個布局示例。

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2 0 6 Layout

2 0 6布局

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Almost identical to the 2 5 1 layout. This is pretty much the sweet spot for energy output vs heat production. It provides a tremendous amount of energy, but still provides enough cooling to run any mission other than volcano missions. The big drawback to this layout is that it uses a lot of a single type of rod - it's likely that you won't have enough rods to run this layout on all your reactors for quite a while. You mitigate this somewhat by also using the 2 5 1 layout on some of your reactors.

幾乎與2 5 1布局相同。這幾乎是能源輸出與熱量生產(chǎn)的最佳點。它提供了大量的能量,但仍然提供了足夠的冷卻,可以執(zhí)行火山任務以外的任何任務。這種布局的最大缺點是它使用了很多單一類型的棒——很可能在相當長的一段時間內(nèi),你沒有足夠的棒在所有反應堆上運行這種布局。你也可以通過在一些反應堆上使用2 5 1的布局來緩解這種情況。

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3 3 2 Layout

3 3 2布局

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Almost identical to the 3 2 3 layout. This reactor layout provides a massive amount of cooling. You'll basically never run into heating issues. It's a lot less energy output than a 2 0 6 layout, but 74 energy is still a large amount to work with. This also has the benefit of using a much more even rod distribution, making it easier to spread your rods out across your reactors.

幾乎與3 2 3布局相同。這種反應堆布局提供了大量的冷卻。你基本上永遠不會遇到供暖問題。與2.0 6布局相比,它的能量輸出要少得多,但74的能量仍然是一個很大的工作量。這也有使用更均勻的棒分布的好處,使你的棒更容易分布在反應堆中。

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Station Upgrades

基地升級

To access the station upgrades, go to the calendar and click the lever in the lower right corner.

要訪問工作站升級,請轉(zhuǎn)到日歷并單擊右下角的控制桿。

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Here's what the station upgrade screen looks like

以下是電臺升級屏幕的樣子

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When you click on a station module, a couple of lines will come out of the section.

當你點擊一個車站模塊時,會有幾條線路從該路段出來。

The orange line signifies the current module, and will point at the detail panel on the right. The orange squares in the detail panel signify the current level of the module.

橙色線表示當前模塊,并將指向右側(cè)的細節(jié)面板。細節(jié)面板中的橙色方塊表示模塊的當前級別。

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The blue line points at the parent module for the currently selected module. The blue squares in the detail panel indicate the level of the parent module. A module cannot have a higher level than its parent module, and so the blue squares represent the current maximum level for the selected module. If you want to increase the max level, you will need to upgrade the parent module.

藍線指向當前所選模塊的父模塊。詳細信息面板中的藍色方塊表示父模塊的級別。模塊的級別不能高于其父模塊,因此藍色方塊表示所選模塊的當前最大級別。如果您想提高最高級別,則需要升級父模塊。

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Every module provides some stat bonuses to your station, but there's a few modules that provide additional bonuses that are detailed in their description.

每個模塊都會為你的工作站提供一些統(tǒng)計獎金,但也有一些模塊會提供額外的獎金,詳見其描述。

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Special Modules

特殊模塊

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There are modules that provide special bonuses. In general, you should focus on maxing the upgrades on all of these special modules before focusing on upgrades for normal modules.

有些模塊提供特殊獎勵。一般來說,在專注于普通模塊的升級之前,您應該專注于最大限度地提高所有這些特殊模塊的升級。

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56 - Upper Factory

56-上部工廠

This module reduces the time to produce items in the components tab. It is the most important module to upgrade, and should be upgraded to max level before focusing on upgrading anything else. You will probably need to upgrade its parent modules to get it to max level, but it is still worth maxing module 56 and its parents before upgrading anything else.

此模塊減少了在組件選項卡中生成項目的時間(建造物品所需時間)。它是最重要的升級模塊,在專注于升級其他模塊之前,應該升級到最高級別。您可能需要升級其父模塊才能將其提升到最高級別,但在升級任何其他模塊之前,仍值得將模塊56及其父模塊最大化。

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23 - Waste Recycling Center

23-廢物回收中心

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Provides a few resources of each type every day. This is a very useful module, since it will provide resources that you are having trouble finding on the map, and will prevent you from getting locked out of running missions due to insufficient ammo. This should have very high priority for upgrades.

每天提供每種類型的一些資源。這是一個非常有用的模塊,因為它將提供你在地圖上難以找到的資源,并防止你因彈藥不足而被鎖定在執(zhí)行任務之外。這應該具有非常高的升級優(yōu)先級。

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62 - Ammunition Factory

62-彈藥廠

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Reduces the resource cost of sending mechs into battle. This is very useful, since the cost savings are significant, and it's easy to deplete a single type of resource, locking out you of missions. This should have very high priority for upgrades.

降低派遣機甲投入戰(zhàn)斗的資源成本。這非常有用,因為節(jié)省了大量的成本,而且很容易耗盡單一類型的資源,使您無法執(zhí)行任務。這應該具有非常高的升級優(yōu)先級

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59 - Repair bay

59-維修間

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Since the addition of ranged units to many missions types, your mechs are likely to take some damage on a most of your missions, even if you're doing everything right. And occasionally things will go wrong and you'll have a mech take a big chunk of damage that can cost over a 1000 metallite to fix. This module helps cut the costs on the repairs, and will pay for itself very quickly. Should have a have high priority for upgrades.

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由于在許多任務類型中添加了遠程單位,即使你做得很好,你的機甲在大多數(shù)任務中也可能會受到一些傷害。偶爾會出現(xiàn)問題,你會有一臺機械造成很大的損壞,可能需要1000多塊金屬石才能修復。該模塊有助于降低維修成本,并將很快支付費用。應該具有較高的升級優(yōu)先級。

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4 - Artillery Gun

4-火炮

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Upgrading this module provides more artillery shots during a mission.

升級該模塊可以在執(zhí)行任務時提供更多的火炮射擊。

Artillery can do a lot of damage, and can open up the terrain, but it is pretty inconsistent, and cannot be used at all during underground or water missions.

炮兵可以造成很大的破壞,可以打開地形,但它非常不穩(wěn)定,在地下或水上任務中根本無法使用。

It is very useful at helping deal with turrets. If a turret is behind some terrain that makes it difficult to attack from outside the turret's range, using artillery can remove the terrain and allow you to safely destroy the turret.

它在幫助處理炮塔方面非常有用。如果炮塔位于某些地形后面,很難從炮塔射程外進行攻擊,那么使用火炮可以清除地形,并使您能夠安全地摧毀炮塔。

Artillery has limitations, but since it's useful for taking out turrets, it should have medium priority for for a special module.

火炮有局限性,但由于它對拆除炮塔很有用,因此對于特殊模塊來說,它應該具有中等優(yōu)先級。

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26 - Western Factory of Standart Parts

26-斯坦達特零件西部工廠(西部標準零件工廠?)

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This reduces the cost to produce the components item in the components tab. Components aren't very expensive to begin with, but a reduced cost doesn't hurt. Low priority for a special module.

這降低了在組件選項卡中生產(chǎn)組件項目的成本。組件一開始并不很貴,但降低成本并沒有壞處。特殊模塊的低優(yōu)先級。

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5 - Communication Center

5-通訊中心

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Reduces communication delay, but the effect is relatively minor and has low priority for a special module.

減少了通信延遲,但影響相對較小,并且對于特殊模塊來說優(yōu)先級較低。

PS:如果經(jīng)常因為移動CD而暴斃的話還是需要的,個人感覺中級優(yōu)先

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15 - Mech hanger

15-機械吊架

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Normally mechs require 5 hanger bays in the components tab to build. This module purports to reduce the number of hangers required on the components tab to build the first type of mech when fully upgraded. However, I'm not clear on if that just means the starting mech type that you begin the game with, or if it provides benefits to other types of mechs as well. I'll need to experiment to figure this out. Depending on how many mech types this impacts, this could have either high or low priority.

通常情況下,機械設備需要在部件選項卡中設置5個吊架托架。該模塊旨在減少組件選項卡上所需的吊架數(shù)量,以在完全升級時構(gòu)建第一種類型的機械。然而,我不清楚這是否只是指你開始游戲時使用的初始機械類型,或者它是否也為其他類型的機械提供了好處。我需要試驗才能弄清楚。根據(jù)這種影響的機械類型的多少,這可能具有高優(yōu)先級或低優(yōu)先級。

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Weapon Customization

武器定制

Armor Penetration and Armor Damage

裝甲穿透和裝甲損傷

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It is important to understand how armor and armor penetration interact when customizing weapons.

在定制武器時,了解裝甲和裝甲穿透是如何相互作用的,這一點很重要。

If a attack has a *higher* penetration value than a unit's armor, the weapon will ignore the armor and do full damage.

如果一次攻擊的穿透值比一個單位的護甲高,武器會忽略護甲并造成完全傷害。

If an attack has an *equal or lower* penetration value compared a unit's armor, the armor will deflect the attack, causing no damage to the unit. This means is the slower the weapon's rate, the more important penetration is.

如果一次攻擊的穿透值與一個單位的護甲值相等或更低,護甲會偏轉(zhuǎn)攻擊,不會對單位造成傷害。這意味著武器的速度越慢,穿透就越重要。

All attacks, whether they penetrate or not, will the target's armor. The amount of armor damage depends on the weapon type. Explosive and Laser weapons are good at destroying armor. Kinetic and Flame weapons are really bad at destroying armor.

所有的攻擊,無論是否穿透,都會攻擊目標的盔甲。裝甲的傷害程度取決于武器類型。爆炸和激光武器擅長摧毀裝甲。動能武器和火焰武器在摧毀裝甲方面真的很糟糕。

If you have weapons with low penetration, you'll want to balance this by putting weapons that do a lot of armor damage onto your mechs to help reduce enemy armor so the lower penetration attacks can also do damage.

如果你有低穿透力的武器,你會想通過在你的機甲上放置會造成大量護甲傷害的武器來平衡這一點,以幫助減少敵人的護甲,這樣低穿透力攻擊也會造成傷害。

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Kinetic Weapons

動能武器

Kinetic weapons tend to be the most rounded weapon type. They have decent penetration and damage output, but lack range and don't do much armor damage.

動能武器往往是最全面的武器類型。他們有不錯的穿透力和傷害輸出,但缺乏射程,不會造成太多的護甲傷害。

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20MM Six Barreled Gun

20MM六管炮

This is one of the two weapons you start with, and the only weapon you can build from the start.

這是你開始使用的兩種武器之一,也是你從一開始就可以建造的唯一武器。

Strengths:

優(yōu)勢:

- Lightweight

-重量輕

- High rate of fire

-射速高

- Low energy usage

-低能耗

- High versatility

-多功能性強

- Very good at dealing with the basic enemies

-非常擅長對付基本敵人

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Weaknesses:

弱點:

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Has issues applying damage

造成損壞時出現(xiàn)問題

- Low armor penetration

-低裝甲穿透力

- Deceptively short range - heavily impacted by damage and armor penetration drop off.

-看似短距離-受到傷害和裝甲穿透力下降的嚴重影響。

This gun is lightweight, uses minimal energy, and has a pretty high base rate of fire. It has issues with accuracy, range, and penetration.

這種槍重量輕,使用的能量最小,基本射速也很高。它在準確性、射程和穿透性方面存在問題。

There's really only two attributes to balance: rate of fire, and accuracy. As a result, there are two main customization paths to go down with this weapon: either optimize for raw damage, or optimize for accuracy.

實際上只有兩個屬性需要平衡:射速和準確性。因此,這款武器有兩條主要的定制路徑:要么針對原始傷害進行優(yōu)化,要么針對精度進行優(yōu)化。

The raw damage route is more flexible in terms of customization options. Your goal should be to optimize for clearing out many enemies at extremely close range, and so accuracy isn't very important. The mod you choose will have a big impact on what the weapon does. Try using different mods and see how it works out for you.

在自定義選項方面,原始損壞路線更加靈活。你的目標應該是在非常近的距離內(nèi)優(yōu)化清除許多敵人,所以準確性不是很重要。你選擇的模式將對武器的功能產(chǎn)生重大影響。試著使用不同的mod,看看它對你有什么效果。

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These are the staple mods for this weapon:

以下是該武器的主要MOD:

Increased Penetration: This weapon mod with let the 20MM chew through the basic enemies that you see in every level very effectively. At the start of the game, each of your mechs should be using this.

增加穿透力:這個武器模式讓20MM非常有效地咀嚼你在每個級別中看到的基本敵人。在游戲開始時,你的每一個機甲都應該使用這個。

Slowing Enemies: Very effective at preventing enemies from closing the gap. It is a hard counter to several enemy types. You'll want this on at least one of your mechs as soon as

減速敵人:非常有效地阻止敵人縮小差距。這是對幾種敵人的有力反擊。你會希望這至少在你的一個機甲上盡快

Here are some that might be useful situationally:

以下是一些在實際情況下可能有用的內(nèi)容:

Shards after hit: Gives you extremely high damage potential and a large AOE, but suffers from extremely low armor penetration, and can be unreliable.

命中后的碎片:給你極高的傷害潛力和巨大的AOE,但護甲穿透力極低,可能不可靠。

Critical Chance: Gives you extremely high damage potential, but suffers from really low armor penetration.

暴擊幾率:給你極高的潛在傷害,但受到非常低的護甲穿透。

Fire Component: Fire seems to do a very high amount of damage over time, but it's hard to tell exactly how much it does. The fire effect only activates when the bullet *doesn't* penetrate, so low penetration is a benefit.

火災成分:隨著時間的推移,火災似乎會造成很大的破壞,但很難說它到底造成了多大的破壞。只有當子彈沒有穿透時,火焰效果才會激活,所以低穿透是一個好處。

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Here's an example of a 20MM with a Fire Component mod that I've found works really well:

以下是一個20MM的例子,我發(fā)現(xiàn)它非常有效:

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The accuracy focused route is more limited in terms of customization options - penetration becomes more important, and so you'll want to have at least 5 penetration, with 7 being ideal. This means you're going to have to take the armor penetration mod, which limits your ability to customize this weapon. With a setup like the following, you'll have around 200 DPS, which is pretty low, but has the benefit of being able to apply that damage out to very long ranges, and has the ability to penetrate multiple targets, allowing the weapon to reach up to 600-800 DPS in many situations.

注重準確性的路線在定制選項方面更加有限——滲透變得更加重要,因此你希望至少有5次滲透,其中7次是理想的。這意味著你將不得不采取裝甲穿透模式,這限制了你定制這種武器的能力。有了下面這樣的設置,你將有大約200個DPS,這是相當?shù)偷?,但它的好處是能夠?qū)⑦@種傷害應用到很長的距離,并且能夠穿透多個目標,使武器在許多情況下可以達到600-800個DPS。

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Tank Cannon

坦克炮

The tank cannon is one of the first weapons you will unlock via research.

坦克炮是你將通過研究解鎖的第一批武器之一。

Strengths:

優(yōu)勢:

- Extremely ammo efficient. Uses almost no ammo.

-彈藥效率極高。幾乎不用彈藥。

- High armor penetration.

-裝甲穿透力高。

- Very high damage potential if built correctly.

-如果建造正確,可能會造成非常高的損壞。

- Very low energy usage.

-能耗非常低。

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Weaknesses:

弱點:

- Not a very versatile weapon. It's basically just pure damage.

-不是一種通用的武器。這基本上只是純粹的傷害。

- Useless against anything it cant penetrate.

-對任何它無法穿透的東西都毫無用處。

- Effectively does no armor damage.

-有效地不造成護甲傷害。

- Low rate of fire. Not nearly as effective at dealing with the basic enemies as the 20MM.

-低火災率。在對付基本敵人方面不如20MM有效。

- Deceptively short range - heavily impacted by damage and armor penetration drop off.

-看似短距離-受到傷害和裝甲穿透力下降的嚴重影響。

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I find this weapon works best when you focus on raw damage. Builds for this weapon should focus on maximizing its damage, while keeping the armor penetration high enough. While this weapon isn't great at dealing with the basic enemy swarms, the increased raw damage should help a lot with taking out special enemy types with lots of health.

我發(fā)現(xiàn)當你專注于原始傷害時,這種武器效果最好。這種武器的建造應該專注于最大限度地提高其傷害,同時保持足夠高的裝甲穿透力。雖然這種武器不擅長對付基本的敵人群,但增加的原始傷害應該有助于消滅具有大量生命值的特殊敵人類型。

I find the critical chance mod paired with maxed out damage/penetration works best with this weapon. This set up should output several times the damage a 20MM does.

我發(fā)現(xiàn)關鍵幾率模式與最大傷害/穿透搭配最適合這種武器。這種設置的輸出應該是20MM造成的傷害的幾倍。

Accuracy improvements don't really help this weapon. The cannon is so heavily affected by armor penetration drop off, its default accuracy is fine for hitting things in its effective range.

準確度的提高并不能真正幫助這種武器。加農(nóng)炮受到裝甲穿透力下降的嚴重影響,其默認精度對于擊中其有效范圍內(nèi)的物體來說很好。

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Explosive Weapons

爆炸性武器

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Explosive weapons generally have long range and focus on destroying armor. They tend to have have low damage output compared to other weapon types.

爆炸性武器通常射程遠,重點是摧毀裝甲。與其他武器類型相比,它們的傷害輸出往往較低。

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Rapid Firing Missile System

快速射擊導彈系統(tǒng)

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This is the second weapon type you start with, but you'll need to unlock some research before you can build more.

這是你開始使用的第二種武器類型,但你需要解鎖一些研究,然后才能建造更多。

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Strengths:

優(yōu)勢:

- High armor penetration and armor damage

-高裝甲穿透和裝甲損傷

- Very long range

-非常遠的范圍

- Low energy usage

-低能耗

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Weaknesses:

弱點:

- Low damage

-傷害低

- Very heavy

-非常重

- Not very versatile

-不是很全能

- Has difficulty hitting targets at short range

-難以近距離打擊目標

- Depletes ammo very quickly.

-彈藥消耗非常快

- Causes a lot of heat build up in mechs due to reloading.

-由于重新加載,導致機械中產(chǎn)生大量熱量。

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Since this weapon's biggest benefit is its good armor penetration and armor damage, weapon mods that reduce armor penetration don't work well with this weapon.

由于這種武器最大的好處是它有很好的護甲穿透力和護甲傷害,所以減少護甲穿透力的武器模組不能很好地使用這種武器。

This means you're best off running the missile system with either the increased penetration mod, or no mod at all. The increased penetration mod results in a big increase in armor penetration and damage, but causes the missile launcher ammo to cost twice as much, and negatively impacts the accuracy.

這意味著你最好運行導彈系統(tǒng),要么增加穿透模式,要么根本沒有模式。增加的穿透模式會導致裝甲穿透和傷害的大幅增加,但會導致導彈發(fā)射器彈藥的成本增加一倍,并對精度產(chǎn)生負面影響。

Because the missile system is so heavy, you'll need to put most your customization points into reducing its weight until you unlock stronger motors. Once you have stronger motors, you can move all the customization points to rate of fire and accuracy.

因為導彈系統(tǒng)太重了,你需要把大部分定制點放在減輕它的重量上,直到你解鎖更強的發(fā)動機。一旦你有了更強的馬達,你就可以根據(jù)射速和精度移動所有定制點。

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Here's an example of a early game missile system:

下面是一個早期游戲?qū)椣到y(tǒng)的例子:

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And an example of a missile system once you have stronger motors:

還有一個導彈系統(tǒng)的例子,一旦你有了更強的發(fā)動機:

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Energy Weapons

能量武器

Energy weapons focus on raw damage output above everything else. They rely on other weapons to remove armor and deal with the basic enemy swarms.

能量武器注重原始傷害輸出高于一切。他們依靠其他武器來移除盔甲并對付基本的敵人群。

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Fast Laser Cannon

快速激光炮

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This can be researched fairly early, and a large stash of them can be found at one of the objectives on the map.

這可以在相當早的時候進行研究,在地圖上的一個目標上可以找到大量的隱藏物。

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Strengths:

優(yōu)勢:

- Extremely high damage potential

-極高的潛在損壞

- High armor damage potential

-潛在的高裝甲傷害

- No ammo usage

-無彈藥使用

- Good build versatility

-良好的結(jié)構(gòu)多功能性

- Lightweight

-重量輕

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Weaknesses:

弱點:

- Extremely high energy usage

-極高的能源使用率

- Most weapon mods don't do anything

-大多數(shù)武器MOD什么都不做

- Generates a lot of heat

-產(chǎn)生大量熱量

- No armor penetration at all

-完全沒有裝甲穿透

- Sharp weapon range cutoff

-利器射程切斷(急劇的武器范圍衰減)

- Very bad against the basic enemy swarm

-對基本敵人群非常不利

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The fast laser cannon has a tremendous damage potential, but require effort to make work.

快速激光炮具有巨大的潛在傷害,但需要努力才能發(fā)揮作用。

Energy weapons scale with their energy usage - the higher their energy usage, the faster they will fire, and the more damage they will do per hit. For this reason, energy weapons are only useful once you unlock nuclear reactors, and they should be configured to use as much energy as you can.

能量武器隨著其能量使用量的增加而增加——能量使用量越高,發(fā)射速度就越快,每次命中造成的傷害就越大。因此,能源武器只有在你解鎖核反應堆后才有用,而且它們應該被配置為盡可能多地使用能源。

The second thing to deal with is their lack of any armor penetration. You will need to completely remove the armor from a unit before you can do any damage with a laser. Lasers do pretty good armor damage, but you'll want to pair them with explosive weapons to remove armor as fast as possible.

第二件要處理的事情是他們沒有任何裝甲穿透。你需要完全移除一個單位的護甲,然后才能用激光造成任何傷害。激光對護甲的傷害相當不錯,但你需要將其與爆炸性武器配對,以盡快移除護甲。

Lastly, lasers are really bad at dealing with the basic enemy swarms, so you'll want to have some other way to deal with the basic swarms.

最后,激光在處理基本的敵人群方面真的很糟糕,所以你會想用其他方法來處理基本的群。

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Enemy Units(此處已修改為57版數(shù)據(jù))

敵人單位

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If there's actual names for these guys, just let me know

如果有這些人的真實姓名,請告訴我。

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operarius

佃農(nóng)

The basic enemy type, you'll find thousands of them in every mission. They're very easy to kill, and mostly just act as a check to make sure you have a high rate of fire. If your mechs have a high enough rate of fire, these shouldn't cause you any problems. If you're having trouble with spiderlings, reconfigure your weapons to increase their rate of fire.

基本的敵人類型,你會在每次任務中發(fā)現(xiàn)成千上萬的敵人。它們很容易被殺死,而且大多只是作為一種檢查,以確保你有很高的射速。如果你的機甲有足夠高的射速,這些應該不會給你帶來任何問題。如果你遇到蜘蛛俠的麻煩,重新配置你的武器以提高它們的射速。

Armor: 3

裝甲:3

Health: 12

健康:12

Damage: 5

傷害:5

Resistance: Laser

抵抗:激光

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ARIES

白羊座

When these enemies see one of your mechs, they will charge up for a couple of seconds and then rush at one of your mechs at a very high speed to cause a large amount of damage.

當這些敵人看到你的一臺機甲時,他們會充電幾秒鐘,然后以非常高的速度沖向你的一架機甲,造成大量傷害。

These are one of the most difficult enemy types to deal with.

這些是最難對付的敵人類型之一。

ARIES?used to be heavily affected by the slow mod, but their rush is now immune to slow. This means they're extremely difficult to stop before they charge into your mechs - you need to have very high damage output to kill them before they reach you. You should avoid missions with Rams until you can fit your mechs with very high damage output.

白羊座過去深受慢速模式的影響,但他們的沖刺現(xiàn)在對慢速模式免疫了。這意味著它們在沖向你的機械之前很難被阻止——你需要有很高的傷害輸出才能在它們到達你之前殺死它們。你應該避免使用公羊執(zhí)行任務,直到你能為你的機械裝備提供非常高的傷害輸出。

Armor: 12

裝甲:12

Health: 800

健康:800

Damage: 13

損壞:13

Resistance: Ballistic

抵抗:穿透

?

FRAGELLUM

(細胞)鞭毛

These enemies don't really do much damage, but have an extremely dangerous special ability.

這些敵人并沒有造成太大的傷害,但有一種極其危險的特殊能力。

They will get to within a medium range of your mechs and then latch onto on of your mechs and pull them away. This will disable your mech, and will allow the regular spiderlings to attack it. Regular spiderlings will do a massive amount of damage to a disabled mech very quickly, making this ability extremely dangerous.

他們會到達你的機械的中等范圍內(nèi),然后抓住你的機械并將其拉開。這將使你的機械失效,并允許普通蜘蛛攻擊它。普通蜘蛛會很快對失效的機械造成大量傷害,使這種能力變得極其危險。

The best way to deal with this enemy is to only move when the enemy spawn rate is low. Find a place with long sight lines to wait in when enemy spawn rate increases. With long sight lines, you can take out the lasso enemies before they get into range to use their ability on your mechs.

對付這個敵人最好的方法是只有在敵人繁殖率低的時候才移動。當敵人繁殖率增加時,找一個視線很長的地方等待。有了長視線,你可以在套索敵人進入射程之前干掉他們,在你的機甲上使用他們的能力。

If you are in a tight area with a high spawn rate and lassos present, you are probably going to lose your mechs.

如果你在一個密集的區(qū)域,有很高的產(chǎn)卵率和套索,你可能會失去你的機械。

Armor: 6

裝甲:6

Health: 700

健康:700

Damage: 13

傷害:13

Resistance: Fire

抵抗:火

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Bullet Shooter

子彈射手(不知道指代那個怪物)

Long, Shoots Bullets.

遠射程

Armor: 9

裝甲:9

Health: 950

健康:950

Damage: 0.5

傷害:0.5

Resistance: Missiles

抵抗:導彈

?

?

SAGITTARIUS

射手座

Armor: 14

裝甲:14

Health: 1450

健康:1450

Damage: 10

傷害:10

Resistance: Missiles

抵抗:導彈

?

FLOS

花蕾

This is the only non-turret enemy that energy shields affect. This enemy launches energy projectiles at your mechs. An active energy shield will completely block their attack. However, their attacks will put a lot of strain on your energy shields, and if they deplete your shields, they will cause a lot of damage very quickly.

這是唯一一個受到能量盾牌影響的非炮塔敵人。這個敵人向你的機甲發(fā)射能量彈。一個主動能量護盾將完全阻擋他們的攻擊。然而,他們的攻擊會給你的能量護盾帶來很大的壓力,如果他們耗盡了你的護盾,他們會很快造成很大的傷害。

The way energy shields work is a bit unclear, but it seems they tap into the unused energy output on your mech. The more unused energy, the stronger your energy shields will be. Since ICEs don't have very high energy output, these enemies are best avoided until you get nuclear reactors.

能量盾牌的工作方式有點不清楚,但它們似乎利用了你的機械上未使用的能量輸出。未使用的能量越多,你的能量防護罩就越強。由于ICEs沒有很高的能量輸出,在你得到核反應堆之前,最好避免這些敵人。

With strong energy shields, these enemies are one of the easiest enemy types to deal with.

有了強大的能量盾牌,這些敵人是最容易對付的敵人類型之一。

Armor: 14

裝甲:14

Health: 2700

健康:2700

Damage: 24

損傷:24

Resistance: Laser

抵抗:激光

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GAMMARUS

鉤蝦

Don't let their size and large health pool scare you. These guys are actually one of the easiest special enemies to deal with. They are heavily impacted by the slow mod. If you use the slow weapon mod, you should be able to easily keep out of their range until you finish them off.

不要讓他們的體型和龐大的健康池嚇到你。這些家伙實際上是最容易對付的特殊敵人之一。他們受到慢速模式的嚴重影響。如果你使用慢武器模式,你應該能夠很容易地避開他們的射程,直到你干掉他們。

Armor: 12

裝甲:12

Health: 3700

生命值:3700

Damage:15

傷害:15

Resistance: Fire

抵抗:火

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BRUCUS

布魯庫斯

Every level will have worms that can burrow through walls. They don't have any direct attacks, but when provoked, they will drop turrets that are a huge pain to deal with. Killing them causes them to drop a lot of resources, so it is almost always worth hunting them down.

每一層都會有能夠鉆穿墻壁的蠕蟲。他們沒有任何直接攻擊,但當被激怒時,他們會放下炮塔,這是一個巨大的痛苦。殺死他們會導致他們損失大量資源,所以追捕他們幾乎總是值得的。

They seem to have some armor and extremely large health pools.

他們似乎有一些盔甲和非常大的健康池。

Armor: 4

裝甲:4

Health: 1400

健康:1400

Damage: N/A

損壞:不適用

Resistance: ?

抵抗:?

?

?

COLUBRA

拉丁語中的蛇

The objective for most levels will be to kill a boss worm. They frequently come with a shield that seems to negate artillery, and greatly reduces any incoming damage. You will do a lot more damage by having your mechs step into the shield. Doing enough damage to the boss will cause the shield to drop.

大多數(shù)關卡的目標都是殺死boss蠕蟲。它們經(jīng)常帶有一個似乎可以抵消火炮的盾牌,并大大減少任何來襲的傷害。讓你的機甲進入護盾會造成更多的傷害。對boss造成足夠的傷害會導致護盾掉落。

The boss worm rotates in a circle. If a mech ends up in front of it - it will latch on to the mech, restricting its movement and continuously damaging it. Stay behind it to avoid its attack. Slow weapons will cause it to stop rotating, making it much easier to stay behind it.

凸臺蝸桿繞圓旋轉(zhuǎn)。如果一個機甲最終出現(xiàn)在它的前面,它會抓住機甲,限制它的移動并持續(xù)傷害它。留在它后面以避免它的攻擊。慢速武器會使其停止旋轉(zhuǎn),使其更容易留在后面。

Armor: 4

裝甲:4

Health: 5000

健康:5000

Damage: 8

損傷:8

Resistance: ?

阻力:?

?

?

Enemy Turrets

敵方炮塔

Turrets are present in every mission, regardless of the listed enemy types for the mission. You can't tell what type of turrets are going to be in a mission, but in general, you'll only see bullet turrets for the first dozen or so missions, and then see the other turret types start to show up in later missions.

炮塔出現(xiàn)在每一次任務中,而不考慮任務中列出的敵人類型。你不知道一次任務中會有什么類型的炮塔,但一般來說,你只會在前十幾次任務中看到子彈頭炮塔,然后看到其他類型的炮塔開始出現(xiàn)在以后的任務中。

You can't tell your mechs to prioritize targeting either bullet or energy turrets at the moment, since they're not selectable in the enemy types.

你現(xiàn)在不能告訴你的機甲優(yōu)先瞄準子彈炮塔或能量炮塔,因為它們在敵人類型中是不可選擇的。

The best way in general to deal with turrets is to sit just outside their range, and try to pick them off. You can use the middle mouse button to order your mechs to target where your mouse cursor is.

一般來說,處理炮塔的最好方法是坐在它們的射程之外,試著把它們摘下來。你可以用鼠標中鍵命令你的機械瞄準鼠標光標所在的位置。

?

Bullet Turrets

子彈頭炮塔

Bullet turrets have a large attack range, and do a lot of damage. If you have a mech sitting in range of a bullet turret, it will take a lot of damage very quickly. Your starting mechs can be killed in just 2-3 seconds of being in range of a bullet turret.

子彈頭炮塔的攻擊范圍很大,而且會造成很大的傷害。如果你有一個機甲坐在子彈炮塔的射程內(nèi),它會很快受到很大的傷害。你的起始機甲在子彈炮塔的射程內(nèi)只需2-3秒就可以被殺死。

The best way to deal with them is to snipe at them from outside their range. You can target them by clicking on them with your middle mouse button, but it can still take a while to snipe them down.

對付它們的最好方法是在它們的射程之外狙擊它們。你可以用鼠標中鍵點擊它們來瞄準它們,但狙擊它們?nèi)匀恍枰欢螘r間。

If there's a turret behind a wall that you're having trouble hitting from outside its range, use artillery to clear the wall so you can take it out safely from outside its range. If you can't use artillery, you'll need to wait until the enemy spawn rate lowers to its minimum, then rush the turret with your mechs to take it out as fast as you can to minimize damage to your mechs.

如果墻后有一個炮塔,你在其射程外無法擊中,請使用火炮清除墻,這樣你就可以從其射程外安全地將其取出。如果你不能使用火炮,你需要等到敵人的繁殖率降至最低,然后用你的機械沖向炮塔,以盡可能快的速度將其取出,以最大限度地減少對你的機械的傷害。

It's not clear what the stats are for this turret, since they're not shown in-game.

目前還不清楚這個炮塔的統(tǒng)計數(shù)據(jù)是什么,因為它們沒有在游戲中顯示。

Armor: ?

Health: ?

Damage: ?

Resistance: ?

?

Missile Turrets

導彈炮塔

Moderately difficult to deal with, but not too bad. You can select them as an enemy type to prioritize, and you can counter their rockets with active armor. As long as you have some reactive armor, and you don't let them take too many shots at you, you shouldn't have too much trouble with them.

處理起來有點困難,但也不算太糟。你可以選擇他們作為敵人的優(yōu)先類型,你可以用主動裝甲對抗他們的火箭。只要你有一些反應裝甲,并且你不讓他們對你開太多槍,你就不應該有太多麻煩。

Armor: 10

護甲:10

Health: 550

健康:550

Damage: 7

傷害:7

Resistance: Missiles

抵抗:導彈

?

Energy Turrets(應該就是上面提到的那個蛇)

能量炮塔

This seems to be the easiest turret type to deal with. Energy Shields seem to completely shut down their attacks. I'm not sure if there's a way for them to bypass your energy shields - I haven't seen it happen yet. You only need a single energy shield on your mechs, as long as all your mechs are in the radius of the energy shield.

這似乎是最容易處理的炮塔類型。能量護盾似乎完全停止了他們的攻擊。我不確定他們是否有辦法繞過你的能量盾牌——我還沒有看到這種情況發(fā)生。你只需要在你的機械上安裝一個能量盾牌,只要你所有的機械都在能量盾牌的半徑內(nèi)。

It's not clear what the stats are for this turret, since they're not shown in-game.

目前還不清楚這個炮塔的統(tǒng)計數(shù)據(jù)是什么,因為它們沒有在游戲中顯示。

Armor: ?

Health: ?

Damage: ?

Resistance: ?

?

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此百科并未收錄新版添加的內(nèi)容說明


MECH ENGINEER(機械工程師)steam指南的評論 (共 條)

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