Dark Riku wrote:It's not a 100% damage boost calculated from a full member squad ~~ That's really an argument?
The refractor field also gives him the perk of regular kb immunity.
Non of the other "similar" power weapons give an AoE buff and special attacks (like the FC's ones) and a + 2 speed boost!
When buying aura of discipline you're also not supposed to walk your LC at the front, but rather behind your lines.
saltychipmunk wrote:you could look at the commissar as an extremely high risk reward character. Most if not all of his gear will improve one thing to an absurd level at the cost of something equally absurd.
What? °_O What does he give up when he uses the power sword ability? What does he give up when using any of the abilities? °_O
Well it is something to consider when choosing which units to "inspire" as it can mean you are killing off a more expensive unit for less of a bonus. like in an extreme case , killing off an ogryn for what is really a 75% boost in squad damage or even less if no bonehead is present.
The refactor field also has the lowest energy to damage conversion rate in the game if i recall. something like 2.5 vs the normal 5 per damage point. obviously this means it eats energy twice as fast.
And sure there are a selection of wargears that are just normal wargears with no real drawbacks. Such as:
the carapace armor
the power sword (while it gets a ton of abilities it is still no better than any of those other 50 power melee weapons)
the power claw
And Emperors wrath.
The rest however do have pretty unique trade offs.
For example inspire courage is an inherently dangerous ability. aside from killing a unit and costing requisition(and power sometimes) it can open a unit to being squad wiped through the loss of retreat for 10 seconds. this is particularly notable if an inspired ranged squad with no melee prows gets over taken in melee.
That is an inherent risk that all the war-gears which deal with inspire courage have especially the bionic eye which on top of that risk quite pointedly lacks increased durability , so you could end up with a 700 hp commissar lord in t3.
ithe flak jacket only provides a modest hp buff but it atleast turns the ability into an offensive one.
Aura displine loses potency the larger your army is but on top of that by forcing your commissar lord to hang back so that he can heal your troops you lose the option to have him charge in and tie something up in melee. which is a shame since he is a melee dominant commander.
stubbornness is the exact opposite in that it is next to useless when the commissar is alone.
When you put those two wargears in their element they excel ( the high reward) but if you don't put them in that element then they lose a ton of potency and means you risk wasting that upgrade.
Finally there is the fist of Brockus which paints a massive target on the LC and forces him to be in the center of his army in order for the ability to work well.
As for the power sword , yes it gives him a ton of perks but none of those perks are the best in the game , he just gets a bunch.
sure he gets to move faster, but he loses potency at chasing because of the 100% melee specials means all a squad need do to avoid his melee is move backwards.
sure he gets 100% melee specials .. so does the force commander, but the force commander also has better base stats to work with and can elect to use that battle cry with other melee weapons with different strengths later in the game.
it is a fantastic wargear don't get me wrong , but it is not worlds better than everything else
and yeah he gets power melee but again 50 power melee is pretty standard.