Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
If you throw an unconscious enemy into a hiding spot (I.E. Dumpster, Toilet), then they will remain KO'd permanently.
I understand that the enemy preparedness value can change the duration, this is why I used a duration range instead of a static duration. The ranges you see are the ones I was able to record within my game state. I thought I noted this in the guide but maybe it was in the comments early on and I never updated it. I was looking for a way to change preparedness to do more extensive testing but I couldn't find a way to do that. I haven't played in a while and don't plan on going back anytime soon, but if someone were able to record more accurate ranges I might be willing to update the guide.
and this is being recalculated for every CP you go in. so the weapons/skills distribution is never really same for every CP, but they are very much alike, and a chance to meet a town full of snipers is once again, dummy low and probably even cut off in the math formula.
and apparently the ZZZ or STN timers are also dependant on this. I use Infinite Heaven, and tested "SPECIAL" skill distribution. And some people were awake in 30 seconds, others in 2. That is what i was implying
the game recieves an overall prepardness value, you see those 6 or 7 icons on the map, being gray to dark red. the return values are a certain "expected chance" and "standart offset". those values are then used to determine another chance roll, for every drop off on the AO. this next chances variation decides a static chance for: equipment and skills.
example: all icons are gray. this is your first visit of say, Afganistan. this means the first chances roll should be about 0, with offset of 10%. now, as you deploy, a chance between 0 and 100 is chosen, and due to prepardness values, 3% returns (and the chance to get anything above 10% are dummy low, like 10^-34 low). restart your mission, and maybe 2% returns, or even 6% if you are lucky, but now lets stick to the 3%.
"due to experience" lol, maybe share your experience?
Read the Tranquilizers section