Stonehawk
Member
|
Well, I don't know if you guys figured out, but tactical are in big disadvantage when we talk about skills. It is said that they removed smoke for that field commander... But let's think about it: 1- Tactical mercenaries now are the only class that can't lower any of opponent's stats, all the others have skills to do that. 2- Stun grenade's damage is REALLY low, maybe because bounties have smoke, which made them hit more, so it was nerfed... but tacticals doesn't, so even if you get epic dex, it still does low damage. 3- Atom smasher, frenzy and double strike can be blocked, which means we need dex, and the only DEX skill was nerfed, as I said on 2. 4- Field commander can increase strength, but even mercenaries' is a bit better, because it gives a (very) little health. I just feel like the weak skills were mixed and put together on a single class, which is the one I use. I must confess that reroute is great, but mages can also reroute, AND lower opponent's tech, AND boost his own, and EVEN increase DEFENSE. Tacticals can only increase strength. Well, I think it's enough for now... here are some suggestions: 1- EMP grenade for tacticals. Even the class' picture is a tactical holding a grenade, so maybe we could be the grenade guys :P 2- Smoke screen instead of Field commander or at least blood commander. 3- Frenzy should be changed, maybe unblockable OR at least be available for swords, because it's just like cyber's skill that increases energy on a hit, the only difference is that it increases health instead, and cybers can use that with a sword. 4- Maul can be blocked, but ignored some defense. If we can't smoke screen, it would be a better stun skill for tacticals These are only suggestions, I really think something should be changed. Maybe there could be other changes that would balance fights more. Please read my suggestions and make it a bit more fair for the tactical mercenaries!!!
|