Stonehawk
Member
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@Exploding Penguin I disagree, Tactical Mercs are meant to play somehow defensively and strategically. Giving them an offensive tech skill will make them abuse tech with surgical and that skill @noremako quote:
Give Reflex Boost with energy regain back to TLM. As in, the reflex boost that gave back energy on being hit. This would help his Energy manipulation problem, while still holding his tankiness, scaling with support and enhancing Stun Grenade. Get rid of Field Commander. Strength means nothing for TLM, its useless. Get rid of Atom Smasher, give him either EMP grenade since TLM doesn't have much strength, needs unblockables and it scales with Technology which is more important for a TLM or Adrenaline Rush. Also, EMP would mean 3 grenades ^.^ Adrenaline Rush would be actually amazing on TLM since he is a tank. I kinda agree with that. EMP grenade, that was one of my suggestions, but then there won't be any club only moves. Adrenaline Rush sounds interesting, but I see no room for it. Reflex Boost instead of Field Commander would be great, but there's already mineral armor to protect against melee attacks... maybe removing it to put adrenaline hush? I was thinking of Maul instead of Double strike, just to make it have a club skill (which is pretty useful), but then there will be 2 stun attacks... well we got a problem here, I guess. But maybe having 2 stun attacks would encourage people to BE a tactical AND to use a club on a tactical, if they want this advantage. Also Blood Mages won't be the only OPed class with the most powerful skills together (bludgeon = low costs + high damage // mark = health gain on attack for 3 turns // Parasite = a bit energy gain/steal for 3 turns // cannon = energy bunker, ignore and crit!) I know making all those changes together would make tactical unbeatable for sure, but maybe making only some of them would balance and make them have a chance against the other classes.
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