1 |
Jump is an activable ability that is not attainable by other means, is useful immediately, and stays useful for the whole game.
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1 |
Jump is an activable ability that is not attainable by other means, is useful immediately, and stays useful for the whole game.
|
2 |
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2 |
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3 |
IMO chassis special abilities should all be like that.
|
3 |
IMO chassis special abilities should all be like that.
|
4 |
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4 |
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5 |
Stat boosts are incomparably boring in comparison - especially for things like shields or weapon range.
|
5 |
Stat boosts are incomparably boring in comparison - especially for things like shields or weapon range.
|
6 |
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6 |
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7 |
Build range makes a logical choice for Engine, since it is also useful both early and late, and not otherwise boostable.
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7 |
Build range makes a logical choice for Engine, since it is also useful both early and late, and not otherwise boostable.
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8 |
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8 |
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9 |
For Striker, the natural similar offer could be monopoly on cloak, with the module preinstalled.
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9 |
For Striker, the natural similar offer could be monopoly on cloak, with the module preinstalled.
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10 |
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10 |
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11 |
Guard
could
perhaps
have
crab-mode
or
halberd-mode
armour.
|
11 |
Guard
could
perhaps
have
crab-mode
or
halberd-mode
armour.
If
shields,
then
shield
should
be
its
monopoly.
|
12 |
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12 |
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13 |
[quote]Ideally, I think each commander should be for Assault(strike), Light Assault/Expansion(recon), Defense(guardian), and low micro econ(support).[/quote]
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13 |
[quote]Ideally, I think each commander should be for Assault(strike), Light Assault/Expansion(recon), Defense(guardian), and low micro econ(support).[/quote]
|
14 |
I have no understanding what light assault or defense mean in this context, tbh.
|
14 |
I have no understanding what light assault or defense mean in this context, tbh.
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