安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






Re-target cooldown (non-burst)
Minimum time before considering another swap while not in a burst.
Higher = less twitchy; lower = more responsive.
Lost LOS grace (ticks)
Wait time after losing line of sight before we allow a swap.
Smaller = faster switching; larger = more stable around corners/cover.
Swap hysteresis (score delta)
Only switch if the new candidate is this much better (score difference) while the current target is still valid.
Higher = stickier; lower = more eager to switch.
Even if I look at the explanation, it's still difficult to understand. I think it's better to think of it as an adjustment for engagement performance rather than game performance.
swap hysteresis
lost LOS grace (switch target when losing LOS, but what is the ticks for?)
re-target cooldown (non burst)