Anti Augments


(TheStrangerous) #1

Long story short, should loadout card have drawbacks?

Like slower reload time, bigger vulnerability to explosives, for example.
There should be a way to encourage vanilla loadouts over Bronze cards and higher rarities.

UPDATE

To make things clear, it’s not about buffing default cards, to make them as reliable as bronze cards. But to make bronze cards sidegrades, with pros AND cons. Like in TF2, where unlockable weapons have pros and cons, and they’re sidegrades to stock weapons.

UPDATE 2

Default cards are NOT as reliable as Bronze cards/Iron Cards/Lead cards. Just to let you know. Default cards would be an “Augmentless option” for those who don’t feel like using augments, that’s it. Pure vanillla loadout.


(terminal) #2

no


(Eox) #3

Meh… Maybe default cards should have their own passive buff effect, but working differently than augments. So there’s still a point about using default loadouts.


(everlovestruck) #4

Wtf guys? @TheStrangerous That would spread even more dissapointment, salt and butthurt among everyone hunting for a particular card.

@Eox Default cards having passive debuffs? What’s on your mind buddy? Thaaaat would make DB 100% p2w.
Like, you want lead cards to be superior over default? That’s insane. Right now only the augments make default cards look obsolete and that’s excusable. If they would also recieve passive debuffs I can’t imagine how stupid that would be :s


(Eox) #5

[quote=“els;178317”]Wtf guys? @TheStrangerous That would spread even more dissapointment, salt and butthurt among everyone hunting for a particular card.

@Eox Default cards having passive debuffs? What’s on your mind buddy? Thaaaat would make DB 100% p2w.
Like, you want lead cards to be superior over default? That’s insane. Right now only the augments make default cards look obsolete and that’s excusable. If they would also recieve passive debuffs I can’t imagine how stupid that would be :s[/quote]

@els : I didn’t mentionned passive debuffs. I actually had passive buffs in my mind. My post could use a more precise explanation I guess. Anyway, I edited my last post to make it more clear.


(TheStrangerous) #6

There has to be a way to make default cards useful.

Tell me one reason why should anyone use defaults cards over lead/titan/bronze.


(Eox) #7

A reason to make default cards useful is definitely an interesting idea, but giving downsides to loadouts is not the way to go in my opinion.


(ProfPlump) #8

[quote=“TheStrangerous;178374”]There has to be a way to make default cards useful.

Tell me one reason why should anyone use defaults cards over lead/titan/bronze.[/quote]

They shouldn’t - and that’s the whole point. For people who’ve spent hundreds of hours getting a nice Gold or Cobalt card, why the fuck should they be suddenly told “hold up mate - sorry to tell ya but your card is worse than the basic one that everyone has.”

It would basically make the high rarity completely pointless, as good players would just use the defaults anyway…

This is one of the dumbest suggestions I’ve heard in a long time…


(SaulWolfden) #9

Cool, Pineapple Juggler, and Failsafe/Looter. There if people want Cool, they can just use default lol.


(LifeupOmega) #10

[quote=“TheStrangerous;178374”]There has to be a way to make default cards useful.

Tell me one reason why should anyone use defaults cards over lead/titan/bronze.[/quote]

Just allowing us to use the cosmetic appearance on any card would be nice tbh


(Dawnlazy) #11

Half Time

Can’t reload while running AND disables reload cancel.


(BananaSlug) #12

you mean like, weapons un tf2? 2 op perks and one perk that makes you weak, i dont think its the best idea, but not that bad too


(LifeupOmega) #13

Weapons in TF2 are, or at least were before the game was over saturated with unlocks, designed to have an upside to fill a niche, and a downside to stop it from overtaking the stock option. This applied to all weaponry aside from melee weapons, which were given less harsh punishments for the unlocks due to the lacking use of melee in an average fight.

Example: Direct Hit Rocket Launcher has +80% projectile speed and +25% damage, but -70% explosion radius. On top of this, to promote consecutive shots, you gained a damage bonus against any airborne target launched by your explosions. This sounds amazing, but you’re losing out on the crowd control function of the standard rocket launcher due to the harsh downside, so it fills the niche of direct damage over control.

It’s sort of a similar idea, except in this case I don’t see it working with Dirty Bomb’s overall design. It would also require recreating every single card or everyone would just use what we have now.


(TheStrangerous) #14

Someone finally understood what I meant, thank you.

[quote=“LifeupOmega;178644”]Weapons in TF2 are, or at least were before the game was over saturated with unlocks, designed to have an upside to fill a niche, and a downside to stop it from overtaking the stock option. This applied to all weaponry aside from melee weapons, which were given less harsh punishments for the unlocks due to the lacking use of melee in an average fight.

Example: Direct Hit Rocket Launcher has +80% projectile speed and +25% damage, but -70% explosion radius. On top of this, to promote consecutive shots, you gained a damage bonus against any airborne target launched by your explosions. This sounds amazing, but you’re losing out on the crowd control function of the standard rocket launcher due to the harsh downside, so it fills the niche of direct damage over control.

It’s sort of a similar idea, except in this case I don’t see it working with Dirty Bomb’s overall design. It would also require recreating every single card or everyone would just use what we have now.[/quote]

Thank you, this was the answer I was looking for. I was just wondering whether this idea would work in DB, no big deal.


(BananaSlug) #15

i don’t know why ppl disagree soo much, this idea isnt bad, after thinking i realized it could even work, but its too late for that drastic changes


(TheStrangerous) #16

Seems many have missed the point.

My suggestion was to make Loadout Cards having BOTH PROS AND CONS, not just cons.

As one mentioned here, similar to TF2’s weapons stats.

Basically Loadout Cards = Equal Sidegrades

When I saw that gen 2 card Skyhammer would be getting (Timik+ Drilled + Double Time), I kinda felt it was too good to be true. Running and quickly reloading? That’s too good of a loadout choice.


(ProfPlump) #17

Seems many have missed the point.

My suggestion was to make Loadout Cards having BOTH PROS AND CONS, not just cons.

As one mentioned here, similar to TF2’s weapons stats.

Basically Loadout Cards = Equal Sidegrades

When I saw that gen 2 card Skyhammer would be getting (Timik+ Drilled + Double Time), I kinda felt it was too good to be true. Running and quickly reloading? That’s too good of a loadout choice.[/quote]

I don’t mind the idea of some of the cards having drawbacks as well as advantages, but to make the STOCK card more viable than the Bronze/Silv/Gold/Cobalt/SpecialEdition cards would be stupid.

I only went on a rant at you because you said “There should be a way to encourage vanilla loadouts over Bronze cards and higher rarities”. I don’t disagree at all with the idea of adding drawbacks to current loadouts (so long as they also have extra powerful advantages to counterract the new drawbacks).


(ProfPlump) #18

It’s because he suggested that we should make the stock cards as viable as the fully augmented cards - that’s why we think it’s a stupid idea.


(TheStrangerous) #19

Seems many have missed the point.

My suggestion was to make Loadout Cards having BOTH PROS AND CONS, not just cons.

As one mentioned here, similar to TF2’s weapons stats.

Basically Loadout Cards = Equal Sidegrades

When I saw that gen 2 card Skyhammer would be getting (Timik+ Drilled + Double Time), I kinda felt it was too good to be true. Running and quickly reloading? That’s too good of a loadout choice.[/quote]

I don’t mind the idea of some of the cards having drawbacks as well as advantages, but to make the STOCK card more viable than the Bronze/Silv/Gold/Cobalt/SpecialEdition cards would be stupid.

I only went on a rant at you because you said “There should be a way to encourage vanilla loadouts over Bronze cards and higher rarities”. I don’t disagree at all with the idea of adding drawbacks to current loadouts (so long as they also have extra powerful advantages to counterract the new drawbacks).[/quote]

I appologise for the use of wrong words. What I really meant was to make bronze cards sidegrades to default ones. That’s it. I just didn’t make myself clear, unfortunately.


(ProfPlump) #20

Seems many have missed the point.

My suggestion was to make Loadout Cards having BOTH PROS AND CONS, not just cons.

As one mentioned here, similar to TF2’s weapons stats.

Basically Loadout Cards = Equal Sidegrades

When I saw that gen 2 card Skyhammer would be getting (Timik+ Drilled + Double Time), I kinda felt it was too good to be true. Running and quickly reloading? That’s too good of a loadout choice.[/quote]

I don’t mind the idea of some of the cards having drawbacks as well as advantages, but to make the STOCK card more viable than the Bronze/Silv/Gold/Cobalt/SpecialEdition cards would be stupid.

I only went on a rant at you because you said “There should be a way to encourage vanilla loadouts over Bronze cards and higher rarities”. I don’t disagree at all with the idea of adding drawbacks to current loadouts (so long as they also have extra powerful advantages to counterract the new drawbacks).[/quote]

I appologise for the use of wrong words. What I really meant was to make bronze cards sidegrades to default ones. That’s it. I just didn’t make myself clear, unfortunately.[/quote]

Ohhh ok. But your new edited version is still really confusing…

You say you don’t want the defaults to be as reliable as the Bronze cards, but then immediately afterwards you say that you want them to be sidegrades (implying equal viability)… Which is it?