InConcord, you play as one member of your crew, every life. When you die, you can either continue playing as the same character, or you can switch to a different crew member for your next life. Each crew member has a role, and each role comes with a different crew bonus.
These crew bonuses all apply to every life you have that match, regardless of what character you play. Each of these crew bonuses affects how your Freegunner plays and can have a significant impact, especially if that bonus is used on the right character.
6Warden
Longer Weapon Range
The Warden crew bonusincreases your weapon’s effective range. This is by no means a useless bonus, but it’s highly situational in that it greatly depends on what character you’re using and the engagement that you’re in as to whether or not this bonus is going to make any difference.
For characters like IT-Z or Star Child, this range bonus could make a tremendous difference. With IT-Z being a Haunt, she does not have great health and ideally is popping in to take one or two enemies down before dipping out of the fight to ambush again later. The longer the range she can do this from, the more options she has.
For characters like Roka, Bazz, and Daveers, their range doesn’t always factor into their effectiveness. Roka’s missiles are effective regardless of the range, Bazz should be in position to effectively melee her targets to get the most out of her, and Daveers weapon fire grenades that don’t loss efficacy at any range, they’re just more difficult to use the further away the target is.
5Tactician
The Tactician crew bonus gives your characters faster reload speed, and this is going to be another situational crew bonus, though a little bit less so than the Warden bonus. Reloading your weapon faster is going to make a difference on certain characters, but that difference is going to be weighed against how fast their reload already is.
Characters like Haymar, Emari, and 1-OFF have reload animations that take long enough that they’re liable to get you killed. This crew bonus could improve their survivability quite a bit and win you an engagement you would have otherwise lost.
Haymar has a Variant that already has improved reload speed, and stacking these two bonuses could make for a huge difference.
Characters like IT-Z, Teo, Kyps, and quite a few others already have reload animations that don’t take too long. Sure, improving your reload speed on anybody is going to help, undoubtedly. But it might be more worth seeking out another crew bonus, depending on the character you plan on switching into.
4Ranger
Improved Weapon Recoil
The Ranger crew bonusimproves weapon recoil, and this one can make a significant difference in quite a few different Freegunner’s performances.While there aren’t any weapons in Concord that are tremendously difficult to control, the easier it is to land your shots, the more fights you’re going to win.
Characters like Jabali, Duchess, IT-Z, Daw, Kyps, and Emari all benefit quite a bit from this bonus. While it might seem counterintuitive, it benefits those weapons that don’t do great damage, like Jabali and Duchess, more than IT-Z; those weapons already have tough time-to-kills, so landing all of your shots becomes that much more important.
This is not going to be beneficial for everybody, though. Some characters have weapons where the recoil makes no difference, like Lark, Roka, Star Child, 1-OFF, and Haymar. If you’re planning on using these characters, the bonus might be worth skipping.
3Anchor
Increased Healing Received
The Anchor crew bonus increases the healing you receive, and it can make a life or death difference, particularly in the characters from which the bonus stems. Anchors are going to be taking the most punishment and are going to need the most healing.
That said, every character is going to benefit from better healing received, particularly in modes where the group is clustered closer together, like Signal Chase. Jabali and Daw are going to be doing everything they can to keep everyone alive, and you can make their jobs easier with this bonus.
This bonus is going to end up improving your damage output in a roundabout way, too. The less time you have to take to heal, the quicker you can get back out and into the fight. Enemies without this perk will take longer to recover than you, and you can get back on them before they’re ready.
2Haunt
Improved Mobility
The Haunt crew bonusimproves Freegunner mobility, and it can be a big one. Good movement is crucial in Concord; the ability to get across the map to where you’re needed quickly can make a huge difference in objective modes, and the quicker you are, the harder you are to shoot.
This bonus will always be applied to Haunts who are going to make the most use of it, but it’s also greatly beneficial to a plethora of other characters. Some that will make the most use of it are Star Child, Teo, Kyps, and Lennox.
There are no characters who aren’t going to make use of this bonus. Even Anchors will benefit, albeit a bit less so. However, an Emari or 1-OFF who can traverse the map quicker will be at an advantage, though their big frame makes the chance of enemies missing their shots because of the increased speed unlikely.
1Breacher
Faster Dodge Cooldown
The Breacher crew bonusgives your Freegunner a faster dodge cooldown, and that can make all the difference in the world. Movement is so important in Concord, and being able to jump quickly wherever you need to be means having more options.
Haunts are going to make the most of this. IT-Z, Bazz, and Roka all thrive on being difficult targets for enemies to hit, and while the enemy is shooting at where they just were, IT-Z and the gang are putting lethal damage out in a new position.
That said, any character with a dodge is going to thrive with this. Lennox and Teo both excel with better movement options, are able to stay alive longer, and put out that much more damage. Lark and Daw both can get into their respective ranges with an easier time, and the more Kyps can dodge, the more she can activate her stealth.