Indeed there is an issue in the code here, thanks for reporting. It will be fixed by next patch.
Radiant Sloth
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Hello KingOfCharge, thanks for your feedback!
I agree with you about the balance discrepancy between the crusher and the two other classes. I see several solutions here, but I'm not sure what to choose yet, I will have to experiment with them and see how it feels.
- I could add a brief increased speed at the end of charges so that players can quickly go away and avoid the bullets
- I could add some sort on shield to make the back of the ship invincible, I think that's mostly where we get hit after a charge
- Stunning enemies as you mentioned is also a good idea.
- Increase the max health of crushers
But even with that, the safest would still probably be to have the crusher as a companion. Since the leader can take damage, but the companions do not, I feel every type of weapon that involves closer range and more risks will be a better fit for companions. And I'm not sure how to counteract that. I think it would be best for the game to have all classes be equally viable either as a leader or a companion (but obviously having different pros and cons for each). Balancing this will be challenging!