Survivors - Captain

Updated 3 days ago

Captain

Captain's strength is unfortunately concentrated in just a few skills. I want to balance out that strength a bit. As for the elephant in the room, using skills in Hidden Realms, I have something planned for that... eventually. Trust me, it'll be worth it.

Default Passive | Defensive Microbots (nerf)

  • Microbots can no longer delete stationary projectiles like AOE zones or telegraphed attacks.

Comments: Captain invalidates several enemies in the game because his microbots, designed to destroy a few projectiles out of an incoming barrage, can destroy the infrequent lingering projectiles that are meant to force good positioning. Credit to Risky_Lives' RiskyMod for this change.

Default Primary | Vulcan Shotgun (rework)

  • Damage reduced from 120% to 100%.
  • Now has no damage falloff when fully charged.

Comments: Although Captain relies on his primary a lot, it's a tad overtuned when you can spam it. However, the charged variant is not that strong, and I think deserves to be used a bit more often. Normally the bullets have damage falloff that reduces their damage linearly past 25m, but this is now removed once fully charged.

Default Secondary | Shock Taser (buff)

  • Shock now takes 30% of the target's health to end early, rather than 10%.

Comments: The shock effect is almost never any better than a stun due to how easily it is removed. Additional changes may come in the future, but for now this will be enough in enabling an extra shotgun blast or two before ending the effect.

Alternate Utility | Diablo Strike (buff)

  • Proc coefficient increased from 1 to 3.
  • Cannot proc effects on self-damage (most notably, will not kill you with bleed).

Comments: Ever since railgunner started the trend of long-charging moves having a >1 proc coefficient, Diablo Strike has always stuck out like a sore thumb as an extremely unwieldy yet powerful skill.

Default Special | Orbital Supply Drop (tweak)

  • (Indirect) Interaction with Lysate Cell greatly improved. Lysate Cell's additional stocks can now be used for either beacon type, and holding a Lysate Cell now lets Captain have 3 beacons active at once.
  • (Indirect) No longer counts as a combat skill for Red Whip and the reworked Warbanner (both prepping and calling the supply probes).

Default Beacon | Beacon: Healing (buff)

  • Healing radius increased by 50% (10m->15m).

Comments: Healing Beacons are one of the weaker beacon types in Captain's arsenal, not due to the effect being bad but because of how you have to mostly sit still to use it. A larger radius should allow for more mobility while still gaining the benefits.

Default Beacon | Beacon: Shock (buff)

  • Shock now takes 30% of the target's health to end early, rather than 10%.

Comments: Shock is being buffed across the board.

Alternate Beacon | Beacon: Resupply (buff)

  • Now recharges over time, regaining 1 use every 45 seconds.

Comments: Resupply is Captain's true worst beacon type, which will now no longer have limited interactions. Even when placed at the start of the stage, you can still get use out of it for the entire stage's duration. For longer cooldown equipment like the Preon Accumulator, bringing along a Resupply Beacon can effectively give it a 45s cooldown.