Commando Archive
Thread: Commando Specials... are they backwards, or is it just me?
Yeah, I did find that odd...
I mean, Acid is more of an anti-personnel type of thing, not anti-metalthingsthathurtalot... Definitely better in the Explosives tree. I agree with all of this...Plus we need a special that amplifies the chance for the DoT to stick tenfold. And we need a KD shot.
How about it's called Overhelming Shot. KD effect, OK damage, no warmup and a 40 second cooldown.
I would personally give up the special to destroy structures for our old consumable high damage rocket launcher
In effect, that's Overkill Shot...
Or at least, was suppoused to be from what I can gather. Rather than just a consumable and leaving the rest of our weapons left to rot, they incorporate the exact elements of our old consumables into that of a special.
Is it like the old consumable? Nope, especially since the zip timer is so damned picky if you get hit or move; it should function like the old consumables where you have to kneel. Is it better than the old consumables? Maybe...we wont have to buy it, but right now because of the timers and damages...I surely would say it doesn't, but like everything else...it has potential to become like them.
Why can't they just make a specialized RL that uses teh old art and animation from the consumable. Force you to kneel, long pauses in between firing and hig amount of damages. Also why didn't they think of adding specials to the weapons like they did with cyber arms. Make it maybe like the rocket launcher has an alternatebuilt in attack that is just like sniper shot execept you need to be kneeling instead of prone. Us the same warm up and cool down, same range restrictions, and same damage modifiers.
I personaly think overkill shot should have just been this. I would love to have a very high damage, forced to kneeling with long warm up and cool down timers.