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He gets free items which lets him begin the teleporter faster, get movement items faster, everything faster; all on top of having a super reliable M1 and "utility"~
If every other character had the option to bring hacking beacon, for most of them it would be a direct upgrade to their R even with how strong some of their R's are both early and late game.
The problem isn't even in captain either, it's the hacking beacon itself, while I love the mechanic I do think it's a bit.. busted.
You get the same items for less difficulty timer.
And yet I've already gotten pretty tired of him, mashing M1 and sprint after every shot kills my fingers and beacons just feel kinda iffy in general. Seems like there's no reason to use anything but double hacking beacon and having one less ability to actively use is lame. I'm not sure what exaclty to suggest, but I think I would prefer just a normal cooldown based ability with a long cooldown and a bit less power on them.
If you could swap fire modes on his M1 in some way, between the default charge mode and a hold auto fire mode that'd dramatically improve my enjoyment of him. But besides that nitpick he's a great character, especially in the visual and audio department.
Microbots is a godsend against Greater Wisps and Elder Lemmys. And a very satisfying and potent M1. Downside is no mobility is a horrible drawback that gets you killed a lot earlier...
What are his skills again? I can't seem to remember. I think I used them once.
Additional projectile negating.
Powerful Multihit AoE in lieu of movement skill.
Varying totems of incredible usefulness.
Possibly one of the most powerful characters released to far.
With exception to the Null.
He's all about controlling the situation, perfect for players that want to be in control.
Captain doesn't really get OP until you have a horde of drones, which are really Captain's unsung super strength, as each drone will be armed with a defensive microbot, greatly increasing both the drone, and more importantly, your defense against projectile attacks.
Captain's main weakness is no mobility skills, which means something like a Hopoo feather is make-or-break for him. Even the Head Stompers are a welcome sight, anything to augment his lack of mobility or other defensive abilities.