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[spoiler]
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[spoiler]
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[q]Your treatment of the guardian as a pure long-range comm leaves me wishing I could mix things a bit. I'll need to try the riot comm next. IMO, an excellent upgrade path would see at least some types of comm able to equip two "arm" weapons plus a "backpack" weapon. A tool for every situation.
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[q]Your treatment of the guardian as a pure long-range comm leaves me wishing I could mix things a bit. I'll need to try the riot comm next. IMO, an excellent upgrade path would see at least some types of comm able to equip two "arm" weapons plus a "backpack" weapon. A tool for every situation.
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[/q]
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[/q]
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I specifically wanted to avoid that situation. A jack of all trades is a watered down generalist, which is what we have essentially in zk and it feels meh. The specialist route I took in the mod was so that comms can be made viable tools that feel worth while and have their own identities, weaknesses and strengths:
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I specifically wanted to avoid that situation. A jack of all trades is a watered down generalist, which is what we have essentially in zk and it feels meh. The specialist route I took in the mod was so that comms can be made viable tools that feel worth while and have their own identities, weaknesses and strengths:
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Strike
is
essentially
your
deep
strike
comm.
It's
got
weapons
geared
towards
high
alpha,
can
equip
a
personal
radar
stealth
module
for
escape
or
laying
mines
around
your
backline.
It
is
the
only
commander
with
Disintegrator
gun.
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Strike
is
essentially
your
deep
strike
comm.
It's
got
weapons
geared
towards
high
alpha,
can
equip
a
personal
radar
stealth
module
for
escape
or
laying
mines
around
your
backline.
It
is
the
only
commander
with
Disintegrator
gun.
It
is
mostly
weak
to
swarms
of
light
units,
and
strong
against
single
medium
-
heavy
targets.
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Recon
is
made
to
have
high
dps,
and
mobility
(
like
a
raider)
but
poor
on
HP.
Has
a
lot
of
single
target
weapons
with
good
dps.
It
can
upgrade
its
jump
to
make
the
infamous
"nuke
commander"
attack.
It's
been
nerfed
a
little
bit,
but
it's
still
pretty
crazy.
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Recon
is
made
to
have
high
dps,
and
mobility
(
like
a
raider)
but
poor
on
HP.
Has
a
lot
of
single
target
weapons
with
good
dps.
It
can
upgrade
its
jump
to
make
the
infamous
"nuke
commander"
attack.
It's
been
nerfed
a
little
bit,
but
it's
still
pretty
crazy.
It
has
the
mobility
to
get
away
from
most
threats,
close
distances
to
skirms,
etc.
Heatray
has
a
dps
of
600
(
!)
at
point
blank,
which
makes
it
really
terrifying.
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Riot
comm
is
essentially
the
combat
"generalist"
that
I'm
planning.
It
has
poor
range
and
BP,
but
what
it
makes
up
for
that
is
in
staying
power,
AOE
weapons
and
tankiness.
Its
good
against
clusters
of
enemies
but
dies
to
heavies.
It
gains
a
second
weapon
on
the
second
morph,
unlike
other
comms
which
must
wait
for
morph
3.
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Riot
comm
is
essentially
the
combat
"generalist"
that
I'm
planning.
It
has
poor
range
and
BP,
but
what
it
makes
up
for
that
is
in
staying
power,
AOE
weapons
and
tankiness.
Its
good
against
clusters
of
enemies
but
dies
to
heavies.
It
gains
a
second
weapon
on
the
second
morph,
unlike
other
comms
which
must
wait
for
morph
3.
It
still
can
be
overwhelmed
by
skirmishers,
unless
you
have
enough
range
modules
to
start
firing
at
them.
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Support
is
your
weird
weapon
set
with
a
lot
of
status
inflictors,
aoe,
or
good
single
target
sniping
weapons.
It
has
the
longest
build
range
in
the
game
at
650
at
max
level.
It
can
produce
extra
resources,
it
can
store
more
metal/energy.
I
might
make
a
healing
bomb
at
some
point
too,
that
sounds
interesting
and
support
commy.
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Support
is
your
weird
weapon
set
with
a
lot
of
status
inflictors,
aoe,
or
good
single
target
sniping
weapons.
It
has
the
longest
build
range
in
the
game
at
650
at
max
level.
It
can
produce
extra
resources,
it
can
store
more
metal/energy.
I
might
make
a
healing
bomb
at
some
point
too,
that
sounds
interesting
and
support
commy.
The
main
disadvantage
is
its
lack
of
DPS
compared
to
other
comms,
but
makes
up
for
it
in
status
damages
(
it
is
the
only
comm
that
has
access
to
almost
every
status
in
the
game!)
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Bombard is great at long range and has high destruction capabilities, but is basically helpless when you close to range. It does have a sort of "emergency gun" you can use in the form of Brillant Star Tac Laser.
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Bombard is great at long range and has high destruction capabilities, but is basically helpless when you close to range. It does have a sort of "emergency gun" you can use in the form of Brillant Star Tac Laser.
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Keeping
commanders
from
being
generalists
I
think
is
a
good
design.
It
lets
them
flourish
in
their
own
niches.
At
the
moment
FW
is
in
a
nice
spot
where
commmorph
is
viable
without
being
overwhelming.
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Keeping
commanders
from
being
generalists
I
think
is
a
good
design.
It
lets
them
flourish
in
their
own
niches.
At
the
moment
FW
is
in
a
nice
spot
where
commmorph
is
viable
without
being
overwhelming
or
necessary.
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On an related note: you're not stuck with your one commander chassis! There's the Commander Production Line (CPL) you can build more comms from (Factories -> 3rd line at the left. The Z button one). The next big thing for commanders on the roadmap is having them revive with all their modules intact along with a second pass to weapon variety based on what everyone is using.
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On an related note: you're not stuck with your one commander chassis! There's the Commander Production Line (CPL) you can build more comms from (Factories -> 3rd line at the left. The Z button one). The next big thing for commanders on the roadmap is having them revive with all their modules intact along with a second pass to weapon variety based on what everyone is using.
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[/spoiler]
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[/spoiler]
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