Original Post — Direct link
I agree with the op here skills are a big let down leaving only 3 or 4 really useable.

Not only that but I feel disappointed with the chem launchers and how it feels like a cheap knockoff of the sticky bomb from div2.
Haven't been wowed by the skills.
about 5 years ago - Ubi-RealDude - Direct link
I've talked with some players who have made monstrous builds using bonus damage on Pulsed enemies, so I wouldn't be so quick to write off some of the more niche ones. But I can definitely see where you're coming from. As Birdman alluded to, how do you guys feel some of the skills can be improve and raise all ships rather than bringing low some of the more potent ones?

Side note: how might it feel to have some of the strongest and highest potential skills be the ones with the manual targeting systems?
about 5 years ago - Ubi-RealDude - Direct link
Originally Posted by Sangersss
Gottta say, I like being able to direct the target of my turret. I use it to rush NPCs, I charge at them to shoot them out of cover. As I approach, the RB button indicator appears, so I can mark them. When they pop out of cover, my turret does additional damage. It's like having an extra team mate.
Couldn't agree more!

Originally Posted by Dwayne-Camacho
I'm not sure anybody would be crazy enough to suggest nerfing skill. There seems to be a major consensus that they are lacking in general.
Snipped 99% of your comment quote for the sake of brevity and scroll wheels everywhere, but I really like a lot of what you had written about the various skills. What you wrote about the turret particularly piqued my interested. Do you feel that more of the skills should have a trade off similar to that of the flame turret? Where it's highly effective in certain scenarios - or the artillery turret where it might require a bit more gear synergy to be great?

By the way you missed one of my favorites - the sniper turret.