![]() Roll is astoundingly limp compared to Huntress' option. It could also disable other attacks entirely, as long as you can roll while cooking. The way I see it one of your guns would be disabled while cooking grenades, halving the output from double tap and phase blast. I'd like for grenades to be cookable as well, but I enjoy where they're at right now. Give it 400% damage for direct hit sweet spot and taper off 200% explosion damage, nice and balanced, maybe stop the whining about bands. Since the game hates piercing projectiles, I suggest just making it a small plasma launcher akin to MUL-T's scrap launcher, that way it can be the reliable crowd control it was intended to be. My main gripe isn't actually the damage, but rather the game's aiming system that actively hinders you from lining enemies up or aiming through walls and will just make your shot veer off course. Phase Round is pretty bad, and even Commando defenders agree with this (at least I've never met anyone using phase round on purpose). Still waiting for you to tell me a set of items that makes Commando good but would leave you meaningfully weaker if put on Huntress, Engineer or Captain. Jack of all trades, but a master of none.Originally posted by DaBa:People claiming commando is weak have very poor understanding of the game. ![]() The damage output of Commando is lower than most other characters, but Commando does outshine most other characters with his utility skill’s safety, enabling to dodge a fair distance and remain invincible for the duration, while sporting a low cooldown. Phase Round is simply not enough to contain large hordes unless you get items like Gasoline or Will-o-the-Wisp, and Suppressive Fire only stuns what it hits. Aside from the damage it deals and its range, on-hit items are good, just like Double-Tap.Ĭommando is a fair all-around character that introduces the game well, but sadly is lacking in damage and crowd-control options. One thing to note is that Suppressive Fire has incredible range and some homing where Double-tap fails in range, use Suppressive Fire to hit far enemies. Suppressive Fire is Commando’s Ultimate ability, stunning anything it hits and shooting six times for 100% damage. Paul’s Goat Hoof will increase movement speed, launching you forward at a faster speed and further distance, as well. Fall damage can also be entirely removed by using Tactical Dive. Commando is invincible during the dodge roll, and thus can avoid a lot of damage with it. Tactical Dive is Commando’s Utility ability, enabling him to dodge roll in a direction. Risk of Rain is all about the massive crowds, so having a few Backup Magazines to use this more often is very much so appreciated. Phase round is Commando’s secondary ability, dealing a whooping 230% damage and piercing enemies.This skill is vital to the commando as his only way to attack multiple adversaries at the same time. Then again, where is higher fire rate bad again? This makes the commando instantly better with items that proc on hit ( Tri-tip dagger, Stun grenade.) and higher fire rate ( Soldier’s syringe) helps mitigating the lower damage. Let’s go over each skill individually…ĭouble-tap is Commando’s basic attack, and it deals 90% damage twice. The commando sports a pretty varied moveset, tailored to handle most situations safely. The Commando is the character you begin the game with, and requires no further steps to unlock.īeing the first character of the game, the Commando will be your introduction to the world.
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