1 |
Skirmishing
Commanders
are
hard
to
do
well
since
they
inherently
break
the
role.
Remember
that
skirms
are
comparatively
fragile
and
susceptible
to
being
swarmed.
Meanwhile
Commanders
are
tanky
by
default
and
can
equip
a
second
weapon
to
handle
swarms
(
if
even
needed:
a
long
range
HMG
would
do
by
itself)
so
a
skirm
commander
doesn't
really
have
any
decent
counterplay.
Of
course
you
can
just
keep
adding
-damage%
until
it's
"right"
but
from
previous
attempts
it
looks
like
you
eventually
reach
a
point
where
the
weapon
is
still
unfun
to
play
against
but
not
yet
worthwhile
to
use.
This
is
not
to
say
it
can't
be
done
in
a
decent
way
but
it
would
take
a
lot
of
careful
tweaking
for
little
gain.
This
is
probably
the
reason
Disruptor
Ammo
is
so
bad:
when
you
don't
have
the
time
and
feedback
to
ensure
something
is
well
balanced
then
it's
better
to
oversteer
in
the
bad
direction
(
because
if
something
is
bad
then
the
remaining
N-1
things
are
still
viable,
but
if
you
make
it
too
good
there's
just
one)
.
|
1 |
Skirmishing
Commanders
are
hard
to
do
well
since
they
inherently
break
the
role.
Remember
that
skirms
are
comparatively
fragile
and
susceptible
to
being
swarmed.
Meanwhile
Commanders
are
tanky
by
default
and
can
equip
a
second
weapon
to
handle
swarms
(
if
even
needed:
a
long
range
HMG
would
do
by
itself)
so
a
skirm
commander
doesn't
really
have
any
decent
counterplay.
Of
course
you
can
just
keep
adding
-damage%
until
it's
"right"
but
from
previous
attempts
it
looks
like
you
eventually
reach
a
point
where
the
weapon
is
still
unfun
to
play
against
but
already
not
worthwhile
to
use.
This
is
not
to
say
it
can't
be
done
in
a
decent
way
but
it
would
take
a
lot
of
careful
tweaking
for
little
gain.
This
is
probably
the
reason
Disruptor
Ammo
is
so
bad:
when
you
don't
have
the
time
and
feedback
to
ensure
something
is
well
balanced
then
it's
better
to
oversteer
in
the
bad
direction
(
because
if
something
is
bad
then
the
remaining
N-1
things
are
still
viable,
but
if
you
make
it
too
good
there's
just
one)
.
|