![]() ![]() Mostly designed for melee range, as it doesn't travel very far before fizzling out. Spark Chaser (Special)įires a slow-moving orb that deals damage over time, in addition to arcing out to other enemies. Also inflicts the new Scorched debuff, giving it more damage than is listed in the description it also pushes you backwards slightly in the air, giving you another form of mobility. Mini Flamethrower (Secondary)Ī melee-oriented secondary similar to Artificer's flamethrower, but smaller, weaker, and significantly faster. They deal little damage on their own, but their numbers and ability to stun make them quite potent at crowd control. Using his right pistol, Commando fires between 3-6 missiles depending on how long the skill is charged. However, it more than makes up for it in damage - in addition to the bullets themselves being comparable to Double Tap in DPS, they can also fire lightning at the target and nearby enemies for even more damage. Inspired heavily by Metroid Prime and Environmental Station Alpha, Plasma Tap has very low range compared to his other ammo choices. There's an alternate version of this skill available in configs if you don't like the cooldown mechanic it instead has a forced delay between shots, acting similar to the first game's Double Tap.However, he can't fire continuously - he'll need to keep an eye on the six charges this skill comes with. Frag Grenade now has access to a unique debuff described further below.Ĭommando's upgraded his guns to fire much more accurately, allowing him to bypass the falloff issues his Double Tap had while also dealing high damage.Suppressive Fire now deals -5% less per bullet and has much more spread - however, the bullet count has been doubled, giving better overall damage up close and allowing Commando to spread stun more easily.Tactical Slide's dash hasn't been touched, but the aerial jump has been given +20% more velocity.Tactical Dive has been adjusted to be a more combat-oriented skill - while it's slightly shorter than in vanilla, it also travels faster and has a second charge added, in addition to briefly stunning adjacent enemies and giving Commando about 50% damage reduction (can be adjusted with config).Phase Blast's overall damage has been nerfed from 1600% to 1400% (the rest of his kit got stronger to compensate).Phase Round has config options for increasing size, removing chained-hit damage, and increasing the base to 400% (defaults to only the size buff being enabled, with the skill otherwise functioning as in vanilla).Double Tap has slightly less maximum bloom, +40m range, and 0 minimum spread (also has config to revert attack speed changes in anniversary update).I've included config to disable all of the vanilla changes - mostly in case you don't like certain edits, but also for compatibility with other Commando mods (mostly Phase Round Lightning for those who like that mod more) The latter end of development for 1.1.0 was rushed, so I didn't do much playtesting for new changes. So many people cried about how BAD is plant, but he was absolutly fine and playable if you knew what to do and how to properly use all skillset and that's instead of needed buff/rework for Commando in first place.Įveryone is VIABLE for Monsoon difficulty.RNG sometimes can break your run, but it's still possible to finish first cycle even with bad items.EXPECT BUGS. but this combo is nothing compared to Hardlight Afterburner with Merc or Loader.Įven more sad that devs doing unnecessary buffs (Rex is the perfect example from previous patch). No idea why did they remove immunity from this game, maybe because of Hardlight Afterburner stack. Tactical Dive - readding of i-frames while rolling. In first game it was amazing, but in 3D it works awful. Phase round - hitting only few enemies at time is not good at all, even pushback ability against wisp and jelly is not saving situation about how bad is this skill, it definitely needs a rework. Not a single rework besides Suppressive Fire (for equal attack speed). IMO he needed some attention from beginning. ![]()
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