Add on augment card ? another 3 augments?


(TheAcidpiss) #1

I know there would need a rebalance of the augments but imagine if you combine augments.

Lets say for balance they reworked the Augments and an Augment like explody now has 7% increase (instead of the 10%) and with you next add on 3 augment bronze card you get another 7% making in 14% plus if your lucky you might get another bonus to one of your other favourable augments, and even if not you got a little more variety for over all effectiveness with something like 7% rep/disarm ect

What do you guys think?

Variation is never a bad thing :smiley:


(B_Montiel) #2

Well, I think adding variety on augments and allowing to fiddle with them could be interesting. My biggest fear though is that it needs to be limited in a way that it won’t create “meta” builds for specific mercs/classes. The current system has flows because 2 or maybe 3 loadouts per merc are truly above the others. But it’s still much better than a system where pretty much everything is permitted and this generally ends creating “perfect” loadouts which are always played by experienced players.

I would not be surprised if SD already have similar systems in their minds. Some day, surely not in the near future, but this might exist.


(RyePanda) #3

[quote=“B. Montiel;90064”]Well, I think adding variety on augments and allowing to fiddle with them could be interesting. My biggest fear though is that it needs to be limited in a way that it won’t create “meta” builds for specific mercs/classes. The current system has flows because 2 or maybe 3 loadouts per merc are truly above the others. But it’s still much better than a system where pretty much everything is permitted and this generally ends creating “perfect” loadouts which are always played by experienced players.

I would not be surprised if SD already have similar systems in their minds. Some day, surely not in the near future, but this might exist.[/quote]

Yeah, most mercs have just 1 truly superior loadout. Phoenix actually probably has the best augment distribution among cards. Because the 2 loadouts with get up have no other healing perks you have choose to improve healing or reviving.


(Jostabeere) #4

[quote=“RyePanda;90066”][quote=“B. Montiel;90064”]Well, I think adding variety on augments and allowing to fiddle with them could be interesting. My biggest fear though is that it needs to be limited in a way that it won’t create “meta” builds for specific mercs/classes. The current system has flows because 2 or maybe 3 loadouts per merc are truly above the others. But it’s still much better than a system where pretty much everything is permitted and this generally ends creating “perfect” loadouts which are always played by experienced players.

I would not be surprised if SD already have similar systems in their minds. Some day, surely not in the near future, but this might exist.[/quote]

Yeah, most mercs have just 1 truly superior loadout. Phoenix actually probably has the best augment distribution among cards. Because the 2 loadouts with get up have no other healing perks you have choose to improve healing or reviving.[/quote]

Too bad most people who are making such threads don’t want real balance but making certain loadouts OP.


(TheAcidpiss) #5

[quote=“laudatoryLunch;90072”]

[quote=“RyePanda;90066”][quote=“B. Montiel;90064”]Well, I think adding variety on augments and allowing to fiddle with them could be interesting. My biggest fear though is that it needs to be limited in a way that it won’t create “meta” builds for specific mercs/classes. The current system has flows because 2 or maybe 3 loadouts per merc are truly above the others. But it’s still much better than a system where pretty much everything is permitted and this generally ends creating “perfect” loadouts which are always played by experienced players.

I would not be surprised if SD already have similar systems in their minds. Some day, surely not in the near future, but this might exist.[/quote]

Yeah, most mercs have just 1 truly superior loadout. Phoenix actually probably has the best augment distribution among cards. Because the 2 loadouts with get up have no other healing perks you have choose to improve healing or reviving.[/quote]

Too bad most people who are making such threads don’t want real balance but making certain loadouts OP.[/quote]

Well I hope im not most people, since for me and most people with half a brain should understand that balance is the most important thing in any game that is competitive.

As I mentioned there would have to be adjustments to the augments currently for this to be viable.

variety is what I would like to see, builds/loadouts like the phantom being mainly melee focused for example

Or Skyhammer having a 14% increase to arm time ect

Making non objective mercs more capable at the objective, OR objective merc even more capable at the objective.

Anything goes really.


(Jostabeere) #6

That’s not how balance works. Engies are better at objectives for a reason.


(RyePanda) #7

[quote=“laudatoryLunch;90085”][quote=“TheAcidpiss;90077”]
Making non objective mercs more capable at the objective
[/quote]

That’s not how balance works. Engies are better at objectives for a reason.[/quote]

There’s already the engineer perk. It gives the user a 20% boost in repair and disarm times.


(B_Montiel) #8

[quote=“RyePanda;90066”]
Yeah, most mercs have just 1 truly superior loadout.[/quote]
Well, I’d say more. The only mercs I can think of where there’s only 1 superior loadout are Proxy, Aura (for both, shotguns are in my eyes a no go except for fun’s sake) and Skyhammer. In my opinion, others have at least 2 totally viable options depending on their weapon equipment (Fragger, Arty, Kira…) or their augments (Sawbonez, Bushwacker…).

Just as an example with Sawbonez, CR42 and CR73 are two excellent choices. Both have advantages : CR73 has 2 support augments, CR42 only 1 but has a weapon oriented augment. Their drawbacks inherently shows : CR73, as a support oriented loadout is bad when fast reloading matters while CR42 is bad when reviving mates with a good health pool matters. Besides, both are exactly the same in most of the situations.

Everything regarding loadouts is a matter of compromise. And so far, that’s probably the biggest Pro for the current loadout system, choices have to be made. You can’t have the best of both worlds on most of the mercs in a single loadout.


(RyePanda) #9

[quote=“B. Montiel;90142”][quote=“RyePanda;90066”]
Yeah, most mercs have just 1 truly superior loadout.[/quote]
Well, I’d say more. The only mercs I can think of where there’s only 1 superior loadout are Proxy, Aura (for both, shotguns are in my eyes a no go except for fun’s sake) and Skyhammer. In my opinion, others have at least 2 totally viable options depending on their weapon equipment (Fragger, Arty, Kira…) or their augments (Sawbonez, Bushwacker…).

Just as an example with Sawbonez, CR42 and CR73 are two excellent choices. Both have advantages : CR73 has 2 support augments, CR42 only 1 but has a weapon oriented augment. Their drawbacks inherently shows : CR73, as a support oriented loadout is bad when fast reloading matters while CR42 is bad when reviving mates with a good health pool matters. Besides, both are exactly the same in most of the situations.

Everything regarding loadouts is a matter of compromise. And so far, that’s probably the biggest Pro for the current loadout system, choices have to be made. You can’t have the best of both worlds on most of the mercs in a single loadout.[/quote]

You can add Sparks (373) Vassili (MO11) Fletcher (BL33? 32? one of those, the number eludes me now) Fragger (The M4 loadout with unshakeable)


(Jostabeere) #10

[quote=“RyePanda;90139”][quote=“laudatoryLunch;90085”][quote=“TheAcidpiss;90077”]
Making non objective mercs more capable at the objective
[/quote]

That’s not how balance works. Engies are better at objectives for a reason.[/quote]

There’s already the engineer perk. It gives the user a 20% boost in repair and disarm times.[/quote]

And how much faster are engies? Giving MORE engie augments would make them weaker.

[quote=“B. Montiel;90142”]
Everything regarding loadouts is a matter of compromise. And so far, that’s probably the biggest Pro for the current loadout system, choices have to be made. You can’t have the best of both worlds on most of the mercs in a single loadout.[/quote]
That’s the deal. And most of the people don’t get it or just don’t understand the system.


(RyePanda) #11

[quote=“laudatoryLunch;90153”][quote=“RyePanda;90139”][quote=“laudatoryLunch;90085”][quote=“TheAcidpiss;90077”]
Making non objective mercs more capable at the objective
[/quote]

That’s not how balance works. Engies are better at objectives for a reason.[/quote]

There’s already the engineer perk. It gives the user a 20% boost in repair and disarm times.[/quote]

And how much faster are engies? Giving MORE engie augments would make them weaker.

[quote=“B. Montiel;90142”]
Everything regarding loadouts is a matter of compromise. And so far, that’s probably the biggest Pro for the current loadout system, choices have to be made. You can’t have the best of both worlds on most of the mercs in a single loadout.[/quote]
That’s the deal. And most of the people don’t get it or just don’t understand the system. [/quote]

Engies are 300% faster at repair and defuse (I think) and twice as fast at arming. The engineer augment doesn’t affect the arm rate so I could see an augment that makes the arm time 5 seconds instead of 6 for non engies