If what people say on the forums is true (haven't tested it myself, no way I've got the CC for it) sometimes the negatives can be a bonus.
For example, negative accuracy is actually a boon to the engineer because his shotgun hits if anything is in the reticle when trigger is pulled, it just has damage drop off.
Having it so increasing your critical shot chance lower your critical shot damage (and vice versa) seems really dumb to me though. It would be like if increased skill recovery lowered your skill damage or something.
So what would people recommend as Products/Endorsements for Combat Girl?
Assuming RoF still causes you to heal faster I'd say that skill regen and RoF would be a good base. Health or speed never hurt either.
Edit: One thing to note is that, as far as I can tell, in the skill builder once a skill turns orange you aren't actually getting an increases benefit so, 25% seems to be the largest increase to anything you can actually get.
Inquisitor on
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
Bacon endorsements are way way too expensive to be feasible
Bacon endorsements are way way too expensive to be feasible
Yeah, pages like this seem a lot more realistic (stolen from the thread on the official forums about endorsements as a good example build for skill dependent pros like CG or the assault):
Bacons aren't always necessary because sometimes you just don't need the secondary stats.
For example, accuracy is not something you're going to need as Spark or Wascot. Maybe Assassin would be hampered if you want to get some bank shots off, but I don't see accuracy being super-useful for those Pros. Critical damage is nice, but nothing you can really bank on besides juicing.
Also, I am having a really hard time justifying a measly +2% crit rate cap for endorsements. The base crit is 7%. While that is a 28% increase in crit, it's still not a worthwhile investment. Compare this to crit damage, which caps at +25%. The base crit bonus is +50% damage on a crit, so you can see the gain is superior AND crit damage is more reliable thanks to juicing.
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
Accuracy seems like kind of a crap stat in general because even if you are more accurate at range the game still has damage fall off, and the weapons without damage fall off tend to be perfectly accurate already, but have travel time instead (like the assaults grenade launcher). I'm assuming that sniper rifles probably don't have damage fall off? at least not on headshots, but they are perfectly accurate out of the gate when aimed anyway.
Base crit chance is 7% or you can take critically late and your crit chance becomes equal to your level. There is also another product that makes it so when you are at full armor you gain another 10% crit chance. So that puts maximum crit chance at 27% if you stacked those two and took endorsements.
It's also worth noting that your crit chance isn't a chance to crit on each shot. It's like, a chance for every one of your shots to be a crit for the next second. So if your crit procs right before you reload, you miss out. This makes crit favor pros with big clips (like the gunner, for example). Also if memory serves critical shots ignore damage falloff.
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
This is probably the most efficient way to do a crit build. You then want to grab Critically Late, Critical Armor, and I guess Over Armor and live inside your Defender's asshole.
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
edited February 2012
If you have a dedicated defender you could maybe swap Over Armor with Critical Kill
If you play a very high health class (like tank) I find death dodger to be quite useful sometimes, for when you can sneak around the corner then port back to base.
I'm utterly smitten with the Assault. His kit is just amazing! Toggleable throw immunity and speed boost? Check. Dash to get in or out that can be canceled into a throw? Yessir. Bomb that just tears through botwaves and does massive damage to pros? You got it. And then his assault rifle just shreds bots and pros. You never have to put a point into defense because you are so fast that you should be able to escape death if you play smart.
For products I am thinking Money Magnet (if assault can get over level on his opponents they just melt), Can't Slow This (you know how I was talking about how you don't need defense because you are so fast? That doesn't hold up when you get slowed), and then probably Over Armor, it just makes you so much beefier in the late game.
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
As there were only four people playing in Europe, I connected to the US server. The ever so slight increase in lag means I was getting fucked sideways. It was a sad state of affairs when I was outstripping the rest of my team like that in the last game.
Homogeneous distribution of your varieties of amuse-gueule
As there were only four people playing in Europe, I connected to the US server. The ever so slight increase in lag means I was getting fucked sideways. It was a sad state of affairs when I was outstripping the rest of my team like that in the last game.
Could have been just much better players that time. There is a pretty drastic range of skill across the board, and matchmaking does very little to fix that.
Right now I'm using Money Magnet, Over Armor, and THe free BotBomb one.
I like money magnet because I'm usually down there in the thick of it. I also pretty aggressively push the offensive stats using : Offense/Junior/Skip/Offense+Junior/Play it by ear after that
I'm thinking maybe a juice stat, or something that adds crit damage (bouncing buddies, OH MY!)
And yeah, I started the game playing assault. He is so much fun. He can DOMINATE the Loco Mocco annihilator spot by pad jumping, then hovering off ledge and throwing TNT. Just sick.
As there were only four people playing in Europe, I connected to the US server. The ever so slight increase in lag means I was getting fucked sideways. It was a sad state of affairs when I was outstripping the rest of my team like that in the last game.
Could have been just much better players that time. There is a pretty drastic range of skill across the board, and matchmaking does very little to fix that.
I don't think there is any matchmaking at all at the moment. They just throw together ten randoms and have them duke it out.
Also, I just toyed around with the assassin classes. Those are hard work. By the end I'd kind of somewhere but I still felt like I was harming my team more than helping.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
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FiggyFighter of the night manChampion of the sunRegistered Userregular
As there were only four people playing in Europe, I connected to the US server. The ever so slight increase in lag means I was getting fucked sideways. It was a sad state of affairs when I was outstripping the rest of my team like that in the last game.
Could have been just much better players that time. There is a pretty drastic range of skill across the board, and matchmaking does very little to fix that.
I don't think there is any matchmaking at all at the moment. They just throw together ten randoms and have them duke it out.
Also, I just toyed around with the assassin classes. Those are hard work. By the end I'd kind of somewhere but I still felt like I was harming my team more than helping.
I thought I read in the patch notes at one point they implemented a very basic matchmaking system for now, where it tries to set you up with people of your own level.
And yeah, assassins. Commandos in general are difficult to get the hang of. They require a completely different play style and mind set to succeed, and you need to hone that even more if you want to actually help your team achieve objectives instead of just looking for a good K:D. I find most random pubs have no concept of this.
Well, it unfortunately takes a lot of practice. I say unfortunate because as a commando you really are just kind of dead weight to your team as a whole while practicing. I mean even if you get a good K:D it doesn't always, or even often, mean you're doing your team any favors unless you're somehow wiping out the entire enemy side.
Further unfortunate because people sperg out about it a lot, and its generally just not fun to practice with a team that isn't at least halfway decent to back you up.
Scathis was talking about the reason for the lack of matchmaking the other day was due to the population in the closed beta not being high enough yet. They say once it hits that point they have a matchmaking system that is more or less ready to go.
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Somehow, Uber saying something is ready instills very little confidence.
K:D is probably more important for Commandos than any other class. Your team is supposed to be softening people up, and your job is to hunt them down and finish them off. Death is bad just by virtue of feeding.
Ideally, you will kill the enemy team enough to give your team a slight edge during annihilator fights. This doesn't mean killing dudes is the end-all: a Party Pooper or blind effect during a team fight can easily swing things. Ambushing a Defender means you can potentially delouse the annihilator of turrets.
The tricky part of Commando is knowing when exactly to engage.
K:D is probably more important for Commandos than any other class. Your team is supposed to be softening people up, and your job is to hunt them down and finish them off. Death is bad just by virtue of feeding.
Ideally, you will kill the enemy team enough to give your team a slight edge during annihilator fights. This doesn't mean killing dudes is the end-all: a Party Pooper or blind effect during a team fight can easily swing things. Ambushing a Defender means you can potentially delouse the annihilator of turrets.
The tricky part of Commando is knowing when exactly to engage.
K:D is important, but I see far too many commandos just farming that lone dude who is doing nothing but farming bots. Go them, I guess, but picking on the weakest link doesn't really do much for the team as a whole, as you're killing someone who isn't really doing anything. Thus both you and him aren't really doing anything.
I really should learn Sparks. Assassin is fun, but man that backtoss move is amazing.
I am generally in the jungle preying on anyone that enters it (exception: Spunky Arena). A Karl loose in the jungle is bad mojo, and needs to die asap. Ditto with any Defenders.
Farming bots isn't "doing nothing." It's arguably the most important part of the game aside from the Annihilator. He's getting cash and experience, and you can deny that. "Useless" would be the Captain Spark that runs into a tank desperately trying to get off a grapple. Did I mention that he's approaching the Tank from the front? Yeah.
EDIT: Another often missed part of Commandos is farming between kills. You can't focus just on looking for ganks. Find neutral bots or pick off some slimbots from above.
See, when I say farm bots, I mean the dude whos getting picked on so he's 3 or so levels behind everyone else and he's trying to catch up.
Clearing the lane or pushing the lane means you are at or above level and are actively killing the bots for a reason.
So basically, what I'm saying is fuck the commandos who sit there just ruining a single persons game because they suck too much to kill anyone else. It's just kind of lame.
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
"Useless" would be the Captain Spark that runs into a tank desperately trying to get off a grapple. Did I mention that he's approaching the Tank from the front? Yeah.
These are the best commandos
Bonus points if they never take the high ground to approach the other team
Posts
For example, negative accuracy is actually a boon to the engineer because his shotgun hits if anything is in the reticle when trigger is pulled, it just has damage drop off.
Having it so increasing your critical shot chance lower your critical shot damage (and vice versa) seems really dumb to me though. It would be like if increased skill recovery lowered your skill damage or something.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
the problem is 25 bacon endos costs like a quarter million ccs
Assuming RoF still causes you to heal faster I'd say that skill regen and RoF would be a good base. Health or speed never hurt either.
Edit: One thing to note is that, as far as I can tell, in the skill builder once a skill turns orange you aren't actually getting an increases benefit so, 25% seems to be the largest increase to anything you can actually get.
Yeah, pages like this seem a lot more realistic (stolen from the thread on the official forums about endorsements as a good example build for skill dependent pros like CG or the assault):
http://projects.lennardf1989.com/Tools/SMNC/?profile=7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;7;1;4;0;4;0;4;0;7;2;7;2;7;2;7;2;4;0;
any set is feasible with time
if you don't want to play until you have ten thousand wins under your belt then clearly you just don't want it enough!
For example, accuracy is not something you're going to need as Spark or Wascot. Maybe Assassin would be hampered if you want to get some bank shots off, but I don't see accuracy being super-useful for those Pros. Critical damage is nice, but nothing you can really bank on besides juicing.
Speaking of, what are the base crit rates anyhow
Base crit chance is 7% or you can take critically late and your crit chance becomes equal to your level. There is also another product that makes it so when you are at full armor you gain another 10% crit chance. So that puts maximum crit chance at 27% if you stacked those two and took endorsements.
It's also worth noting that your crit chance isn't a chance to crit on each shot. It's like, a chance for every one of your shots to be a crit for the next second. So if your crit procs right before you reload, you miss out. This makes crit favor pros with big clips (like the gunner, for example). Also if memory serves critical shots ignore damage falloff.
And yeah crit shots ignore damage falloff
For products I am thinking Money Magnet (if assault can get over level on his opponents they just melt), Can't Slow This (you know how I was talking about how you don't need defense because you are so fast? That doesn't hold up when you get slowed), and then probably Over Armor, it just makes you so much beefier in the late game.
For endorsements skill regen for sure.
the first part yeah I'm pretty sure it's windows only
Could have been just much better players that time. There is a pretty drastic range of skill across the board, and matchmaking does very little to fix that.
Right now I'm using Money Magnet, Over Armor, and THe free BotBomb one.
I like money magnet because I'm usually down there in the thick of it. I also pretty aggressively push the offensive stats using : Offense/Junior/Skip/Offense+Junior/Play it by ear after that
I'm thinking maybe a juice stat, or something that adds crit damage (bouncing buddies, OH MY!)
And yeah, I started the game playing assault. He is so much fun. He can DOMINATE the Loco Mocco annihilator spot by pad jumping, then hovering off ledge and throwing TNT. Just sick.
Steam ID: Obos Vent: Obos
Also, I just toyed around with the assassin classes. Those are hard work. By the end I'd kind of somewhere but I still felt like I was harming my team more than helping.
I thought I read in the patch notes at one point they implemented a very basic matchmaking system for now, where it tries to set you up with people of your own level.
And yeah, assassins. Commandos in general are difficult to get the hang of. They require a completely different play style and mind set to succeed, and you need to hone that even more if you want to actually help your team achieve objectives instead of just looking for a good K:D. I find most random pubs have no concept of this.
Further unfortunate because people sperg out about it a lot, and its generally just not fun to practice with a team that isn't at least halfway decent to back you up.
Untested. But ready to go! For reals.
Remember MNC? That was ready to go.
The issues with the original MNC stemmed far more from Microsoft than Uber, if memory serves.
Ideally, you will kill the enemy team enough to give your team a slight edge during annihilator fights. This doesn't mean killing dudes is the end-all: a Party Pooper or blind effect during a team fight can easily swing things. Ambushing a Defender means you can potentially delouse the annihilator of turrets.
The tricky part of Commando is knowing when exactly to engage.
K:D is important, but I see far too many commandos just farming that lone dude who is doing nothing but farming bots. Go them, I guess, but picking on the weakest link doesn't really do much for the team as a whole, as you're killing someone who isn't really doing anything. Thus both you and him aren't really doing anything.
I really should learn Sparks. Assassin is fun, but man that backtoss move is amazing.
Farming bots isn't "doing nothing." It's arguably the most important part of the game aside from the Annihilator. He's getting cash and experience, and you can deny that. "Useless" would be the Captain Spark that runs into a tank desperately trying to get off a grapple. Did I mention that he's approaching the Tank from the front? Yeah.
EDIT: Another often missed part of Commandos is farming between kills. You can't focus just on looking for ganks. Find neutral bots or pick off some slimbots from above.
Clearing the lane or pushing the lane means you are at or above level and are actively killing the bots for a reason.
So basically, what I'm saying is fuck the commandos who sit there just ruining a single persons game because they suck too much to kill anyone else. It's just kind of lame.
These are the best commandos
Bonus points if they never take the high ground to approach the other team