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Commando risk of rain 2 commando abilities
Commando risk of rain 2 commando abilities




MUL-T's Rebar Launcher option has insane damage with no distance falloff, bullet penetration, and the ability to switch to another mode of firing (two of which shred groups of enemies) The Huntress has autolocking attacks, can sprint while firing, and has Secondary/Special skills which can attack/proc multiple enemies The only other survivors that are forced to only deal damage to one enemy at a time with their primaries have benefits to outweigh this huge limitation in a game well known for throwing dozens and dozens of enemies at you: This short writeup is less about my own personal ideas of what would improve the Commando (though I did come up with my own rough idea of what Commando could be at the bottom of the post after my grievances with the character) and more about what I believe are the biggest issues with our domed double gunman.ġ) Commando's kit does not help to make his single-target style of attacks feel effective. While it's an understandable design choice to have the first Survivor available to players being a standard "jack of all trades, master of none" character, Commando just feels awful to play as in his current state with no rewarding skill loop. In terms of crowd control, damage, movement, survivability, and item/skill synergies, the Commando is outclassed by nearly every other survivor in the game. I'm sure even with these changes it will still be far worse than Commando's normal Special, but these changes would at least be a start.The Commando is currently the weakest and least satisfying to play Survivor in the game. I don't even think this would make it a side-grade as skills should be. Yeah it's kind of just blast canister at that point, but eh, Commando REALLY needs the help and removing his stun kills him. Accidentally chucking a 'nade between some dude's legs because It bounces off his body really sucks)ģ: Stun enemies. Coupled with needing to look into a different direction than your main attacks, this results in downright horrible chaining of abilities, whereas stock loadout can seamlessly be activated without ever lifting off your trusty M1ġ: Remove the requirement to lift off of M1, allowing users to seamlessly chain their abilitiesĢ: Explode the frags on enemy-impact, greatly increasing ease of use on all enemies, especially flying enemies. you have to lift off of M1(main attack) for a non-insignificant amount of time to throw a grenade, and then have to wait a bit before resuming M1. Even ground enemies are a pain since you have to aim away from them or else your grenade will bounce off their thick skulls and blow up somewhere else.ģ: Activation. half of the enemies fly, realistic grenade throws are miserable. Despite the lack of AOE, his original special was SUPER good (especially after it's buff) solely because stunning some enemies can save your lifeĢ: grenade physics. It's nice to finally have an AOE option on Commando, but it's just a downgrade, here's why.ġ: No stuns. Especially Frag Grenade (This one specifically because I want commando to be good.)

commando risk of rain 2 commando abilities commando risk of rain 2 commando abilities commando risk of rain 2 commando abilities

I'm loving Skills 2.0, but some of the skills feel so much worse.






Commando risk of rain 2 commando abilities