A couple random ideas for more merc/role specific perks - Feedback please :)


(Ferrett321) #1

Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :slight_smile:


(terminal) #2

These sounds like big game changers.
Augments aren’t supposed to be big game changers.
EDIT: Whoops didn’t read title, was mindlessly browsing


(Nimron) #3

[quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

= becomes a fun Tf2 clone then.

it´s fine as it is, you have 2 use your gun to kill, not your skills in the first place.


(gg2ez) #4

I like the “Rubberised one”. A whole new world of Nade bouncing possibilities.


(LifeupOmega) #5

[quote=“rhetoricalCorgi;95009”]it´s fine as it is, you have 2 use your gun to kill, not your skills in the first place.

[/quote]

What’s a gun? I play Fletcher. Please reply asap I’m worried that I’m missing something.


(Nimron) #6

[quote=“LifeupOmega;95025”][quote=“rhetoricalCorgi;95009”]it´s fine as it is, you have 2 use your gun to kill, not your skills in the first place.

[/quote]

What’s a gun? I play Fletcher. Please reply asap I’m worried that I’m missing something.[/quote]

use da mighty google, young padawan. be patience, wisdom will reveal itself to you


(RyePanda) #7

[quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

Some of these are way too powerful.


(SereneFlight) #8

Large health pack direct hit in nutshell.


(Ferrett321) #9

[quote=“RyePanda;95032”][quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

Some of these are way too powerful.
[/quote]

@RyePanda More specificity please?


(Ferrett321) #10

Large health pack direct hit in nutshell.
[/quote]

Kinda. Healing yourself with packs is not as fast as healing a team-mate.


(Jesus) #11

[quote=“rhetoricalCorgi;95009”][quote=“Ferrett321;18859”]

it´s fine as it is, you have 2 use your gun to kill, not your skills in the first place.

[/quote]

are you saying Fragger nades isnt meant to kill ?


(DMaster2) #12

[quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]


(sentimentalDime) #13

Fire sale is the only one that i could actually see being used, while not being insanely OP


(Ferrett321) #14

[quote=“DMaster2;95228”][quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

Funny, but doesn’t really contribute to any discussion.


(RyePanda) #15

[quote=“Ferrett321;95212”][quote=“RyePanda;95032”][quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

Some of these are way too powerful.
[/quote]

RyePanda More specificity please?[/quote]

Okay, Double up and extra mine would become the best pperks for those chacters and make any loadout without them inferior due to the sheer power of an extra use of an ability. Same with hidden and resurrect. Thick smoke also seems too powerful. the others are alright I suppose.


(Vinos) #16

1: Rubberised - Bouncy grenades
I thought grenades already bounced to an extend? Besides, making them bounce whenever with a time duration would make the grenades a bit too unpredictable.

2: Alleviate - Heal over time effect after being healed.
Perhaps with a reduction to the initial health gain but with a greater total health gain.

3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
This effectively adds the role of Red Eye’s smoke being a, albeit weak, shield, mitigating damage for friendlies. I believe the next objective specialist mercenary has a shield, so this would create an overlap we don’t really want.

4: Double up - Extra smokes for redeye (two ofcourse)
This increases the effectiveness Red Eye’s ability too much in various of ways such as: blocking enemies’ view to provide cover, allow stealth displacement and provoke and distract enemies. Any Red Eye without this perk would be experienced as being handicapped and it would rightly be so.

5: Overflow - Ammo regen over time after being given ammo (again, logic.)
I think this one doesn’t make much sense.

6: Hidden - Decreased visibility for phantom (while cloaked)
Who would want to play a Phantom without this ability. This perk augments the effectiveness of an utility to an extend it handicaps the mercenary if the perk is lacking.

7: Resurrect - Healing pulse revives teammates
Again, this perk raises the effectiveness of an utility to such an extend it becomes the rule and makes the exception arbitrary.

8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
This one sounds well. A bit like the extra ammo pack perk that Arty and Skyhammer have: you are able to provide more gun food within a time period. However, the ammo station itself has no cooldown after having provided ammo for a number of times. But contrary to the ammo packs, the ammo station doesn’t provide as much ammo per tick making Fire Sale your only sensible suggestion.

9: Extra mine - Extra proxy mine for proxy.
No utility on steroids please.


(Ferrett321) #17

[quote=“Vinos;95269”]1: Rubberised - Bouncy grenades
I thought grenades already bounced to an extend? Besides, making them bounce whenever with a time duration would make the grenades a bit too unpredictable.

2: Alleviate - Heal over time effect after being healed.
Perhaps with a reduction to the initial health gain but with a greater total health gain.

3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
This effectively adds the role of Red Eye’s smoke being a, albeit weak, shield, mitigating damage for friendlies. I believe the next objective specialist mercenary has a shield, so this would create an overlap we don’t really want.

4: Double up - Extra smokes for redeye (two ofcourse)
This increases the effectiveness Red Eye’s ability too much in various of ways such as: blocking enemies’ view to provide cover, allow stealth displacement and provoke and distract enemies. Any Red Eye without this perk would be experienced as being handicapped and it would rightly be so.

5: Overflow - Ammo regen over time after being given ammo (again, logic.)
I think this one doesn’t make much sense.

6: Hidden - Decreased visibility for phantom (while cloaked)
Who would want to play a Phantom without this ability. This perk augments the effectiveness of an utility to an extend it handicaps the mercenary if the perk is lacking.

7: Resurrect - Healing pulse revives teammates
Again, this perk raises the effectiveness of an utility to such an extend it becomes the rule and makes the exception arbitrary.

8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
This one sounds well. A bit like the extra ammo pack perk that Arty and Skyhammer have: you are able to provide more gun food within a time period. However, the ammo station itself has no cooldown after having provided ammo for a number of times. But contrary to the ammo packs, the ammo station doesn’t provide as much ammo per tick making Fire Sale your only sensible suggestion.

9: Extra mine - Extra proxy mine for proxy.
No utility on steroids please.[/quote]

That’s some fair feedback, thanks.

TBH I kinda liked the idea of Firesale myself from the beginning.

On the topic of bouncy grenades; The grenades in this game are not really bouncy at all, not making bouncing off walls a viable option. Perhaps make the perk only work for the first bounce, so that grenades aren’t bouncing everywhere.


(Ferrett321) #18

[quote=“RyePanda;95265”][quote=“Ferrett321;95212”][quote=“RyePanda;95032”][quote=“Ferrett321;18859”]Just a couple random suggestions/ideas :slight_smile:

1: Rubberised - Bouncy grenades
2: Alleviate - Heal over time effect after being healed.
3: Thick Smoke - damage reduction from enemy fire through smoke (logic, lol)
4: Double up - Extra smokes for redeye (two ofcourse)
5: Overflow - Ammo regen over time after being given ammo (again, logic.)
6: Hidden - Decreased visibility for phantom (while cloaked)
7: Resurrect - Healing pulse revives teammates
8: Fire sale - Kira’s ammo station replenishes ammo at a faster rate
9: Extra mine - Extra proxy mine for proxy.

Do you have any ideas yourself? Let me know :)[/quote]

Some of these are way too powerful.
[/quote]

RyePanda More specificity please?[/quote]

Okay, Double up and extra mine would become the best pperks for those chacters and make any loadout without them inferior due to the sheer power of an extra use of an ability. Same with hidden and resurrect. Thick smoke also seems too powerful. the others are alright I suppose.[/quote]

@RyePanda Looking back I can see that these perks are quite powerful. Guess I wasn’t thinking all that much :3


(Grave_Knight) #19

[…]said no Rhino ever.


(sentimentalDime) #20

[…]said no Rhino ever.[/quote]

Well, technically the minigun is a gun, hence the ‘‘gun’’ in it’s name.