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Last Stand - Captain
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==Overview== The Captain is the brutal front-line of [[Last Stand]]. He is notable for his surprisingly high levels of durability and for the relative flexibility of his tactical loadouts. Unlike other front-liners, like the Hive Tyrant, Tau Commander, and Farseer, the Captain is designed to be directly involved in a combat situation no matter what loadout he has. With one of the highest HP totals in Last Stand, the Captain is designed to survive, and with his ability to have an almost ludicrously high regeneration rate, he also tends to have the ability to stick around with only a short time out compared to other heroes. With an impressive number of offensive options, the Space Marine Captain boasts some terrifyingly high damage output and some top-class support abilities. His Plasma Gun and Power Axe boast phenomenal anti-armor ability, the Lightning Claw is a terrifying anti-mob weapon, the Chainsword gives him truly absurd levels of survivability, and the Bolter, Plasma Cannon, and Thunder Hammer are tricky but potent weapons that offer all new tactical options for those willing to indulge. He has a number of secondary wargear options that give him massive firepower, additional backup (and how!), or the ability to bolster and assist teammates. Unfortunately, what the Captain has in raw power and survivability, he loses in energy capacity and battlefield control. Energy boosts are few and far between for the Captain, with only one armor giving him any more than his base 50, and only one weapon boosting his energy regeneration rate. With many expensive abilities, the Captain often will run low or even completely dry on energy, often at bad times, even with the help of a Tau Commander's Ion Battery or allies who can help bolster your energy regeneration like the Farseer. The captain also has extremely poor anti-mob damage until ''much'' later in his career, when the Plasma Gun brings the Hellfire Grenade to the table, with the Lightning Claw, Frag Grenade, Plasma Cannon, and Orbital Strike not becoming available until close to the end of his progression. This means the early days of the Captain is hallmarked by him being tactically one-sided, often pigeon-holed into a melee role until the better weapons start to become available. Even afterwards his gear tends to set itself up oddly; Combat Expert, one of the best abilities the Captain can get, demands the Plasma Pistol, which mandates that the Marine carry a melee weapon. This means that the captain's combinations of viable gear are much more strict than they initially appear, and demand much more attention than they initially appear to, demanding that the player kit extremely carefully to get the most out of this front-line bruiser. One you have all his gear, he's surprisingly versatile - but you need to balance his offense and abilities carefully to get the most out of the guy despite a generally very-straightforward play style.
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