Augment Feedback


(Anti) #1

Hey folks,

You’ve had a little time to try the load-outs now and you have given us some great feedback on the system as a whole, but something I’d really like to hear more feedback on are the specific augments.

So far a lot of feedback has centered around various load-outs being too powerful or too weak and I’d like to get the same sort of feedback on specific augments. Which do you really like and want on your Mercs? Which ones really don’t do it for you?

To help you provide that feedback here is a list of the augments currently in the game and the rules for them:


Each augment belongs to a specific type (e.g. Offensive, Specialist etc) that reflects the kind of functionality they provide. Each Merc can only have augments from three of these types, this is to help ensure the augments reflect the Merc’s play style.

This image shows you which augment types each Merc can use:


Please try to be clear when you give your feedback if you’ve used the augment you’re commenting on or not, I’m much more keen to get feedback on the ones you’ve played with and how they felt than what you think of the details in these tables :smiley:

Thanks again for your help and feedback :stroggtapir:


(Mustang) #2

List of augments

[table=“width: 100%, class: grid”]
SlotRequired CharactersNameAbility EffectedEffect
DefensiveFocusReduces flinching when hit while ironsighting or scoped by 50%
DefensiveProxy, Bushwhacker, Fletcher, TurtleLock-onTurrets, mines and other automated defenses react 20% more quickly
DefensiveSparesIncreases the maximum amount of clips that can be carried by one
DefensiveProxy, Bushwhacker, Fletcher, TurtleSteadyMine, Turret, Sticky Mine, Cover50% increase to deployables health
DefensiveToughReduces the delay untl health regen starts by 20%
DefensiveUnshakeableReduces the damage you take from explosives by 20%
IntelBig EarsEnemy footsteps and other approriate noises are 10% louder to you
IntelBomb SquadAdds a more vivid highlight to enemy mines and deployed explosives
IntelVassilli, AimeeSpotterHeartbeat Sensor, Third Eye Cam1% increase to the detection radius
IntelPhantom, RedeyeUndercoverActive Camo, Smoke Grenade20% increase to ability duration
IntelUntrackableTurrets, mines and other automated defenses react 20% more slowly to your presence
OffensiveArmour PiercingBullets do 15% more damage to the EV
OffensiveNaderBigger BlastGrenade Launcher15% increase to blast radius to AoE weapons
OffensiveChopper20% increase to melee damage
OffensiveCoolIncrease the time it takes mounted MGs to overheat by 50%
OffensiveDrilled50% reduction to reload time
OffensiveFragger, Thunder, Arty, Skyhammer, Stoker, KiraExplodydendronFrag Grenade, Concussion Grenade, Artillery, Aristrike, Molotov, Orbital Strike15% increase to blast radius to AoE abilities
OffensiveFragger, Thunder, Arty, Skyhammer, Stoker, Proxy, Fletcher, Aimee, NaderFail SafeReduces the damage taken from your own explosves by 20%
OffensiveRhinoIce ColdMini-gun50% increase in tme until overheating
OffensiveRhinoNitrosMini-gun50% increase to barrel acceleration
OffensiveQuick Draw50% reductjon to the time taken to raise and Iower
ScoutDouble TimeAllows vou to reload whilst sprinting
ScoutEnigmaReduced duration of being spotted by 50%
ScoutFlying PigFalling damage reduced by 50%
ScoutQuick Eye20% increased to movement speed when iron sighted
ScoutSneakyReduces the amount of sound you generate when running by 10%
ScoutSpringyReduces the penalty applied to the next jump, after completing a jump, by 25%
SpecialistGuardian AngelRecerve an audio warning whenever any nearby artillert or airstrike is about to land on you
SpecialistLooterSmall ammo packs drop from the fire supports you kill, small health packs drop from medics you kill
SpecialistPineapple JugglerAllows you to quickly pick-up and throw nearby grenades
SpecialistThrowing KnifeReplaces your melee weapon with a throwing knife
SpecialistTry HardGain 10hp for each death vou suffer without getting a kill, up to a maximum of 30hp
SupportArty, SkyhammerExtra AmmoAmmo PacksIncrease the max number of ammo packs by one
SupportSawbonez, Aura, Phoenix, Sparks, Skyhammer, Arty, Stoker, KiraExtra SuppliesHealth Packs, Healing Station, Healing Wave, Ammo Packs, Ammo Station20% cooIdown reduction to support abilities
SupportSawbonez, Aura, Phoenix, SparksGet Up!Defibs, Revifle15% increase to health given on revive
SupportAura, PhoenixHealing RangeHealing Station, Healing Wave15% increase to size of healing radius
SupportSawbonez, Aura, Phoenix, SparksPotent Packs20% increase to health regen rate given by healing abilities
SupportSparksQuick ChangeRevive Gun25% increase to round charge rate
[/table]

Category assignments

[table=“width: 100%, class: grid”]
CharacterAugment Types
FraggerOffensiveDefensiveScout
SawbonezOffensiveSupportDefensive
ProxyOffensiveSupportScout
SkyhammerOffensiveSupportSpecialist
VassiliIntelDefensiveSpecialist
ThunderOffensiveDefensiveSpecialist
AuraOffensiveSupportScout
BushwhackerOffensiveSupportDefensive
ArtyOffensiveSupportDefensive
NaderOffensiveDefensiveScout
PhoenixOffensiveSupportIntel
FletcherDefensiveScoutSupport
StokerOffensiveSupportScout
RhinoOffensiveDefensiveSpecialist
RedeyeIntelOffensiveSpecialist
[/table]


#3

Removed


(Anti) #4

That gif definitely gave me a case of the lols JBRAA :slight_smile:


(Mustang) #5

@JBRAA
Unlock cards on the inventory menu, then use them on the merc squads menu, click on the pop-out card to the side instead of on the merc itself.


#6

[QUOTE=Mustang;508278]@JBRAA
Unlock cards on the inventory menu, then use them on the merc squads menu, click on the pop-out card to the side instead of on the merc itself.[/QUOTE]

The stuff I want for Phenix: “Extra Supplies”, “Get Up!”, and “Healing Reach” can be in cards?

But what if I havent got any of the “Extra Supplies”, “Get Up!”, and “Healing Reach”?


(prophett) #7

Have only gotten augment cards for mercs I never play. Is there a connection between the character you play and the augment you get to promote people using the lesser played mercs, or is it totally random?


(spookify) #8

#1)
Scout
Double Time
Allows vou to reload whilst sprinting

Scout only Ugh…

This should just be a general perk…

#2)
There should be a perk for Medic to be able to survive reviving better…

Medics take 85% less damage and feel no pain
OR
Medics gain a 1 second shield after revive no matter what! Shooting moving its still there!
OR
Reflect Damage… Enemy’s that shoots a medic that has revived with in 2 seconds receives 35% of overall damage whist the medic recieves 75% reduced damage…

#3)
Perk - Allowed to carry a grenade no matter what class…

  • Fix grenades I still dont like them… Bouncy and still hard to control… ET nades took some real skill and you could defend yourself with them… AND even get insta gibs.

#4)
If you dont fix nades make them stronger or make a perk that makes them stronger…

#5)
Perk - Heal packs or burst AOE heal will continue to heal 25% even after being shot…

#6)
Ability to pick up other players gun or pick up same class guns for additional ammo. I see you have ammo crates but those seem to come and go. With the high ROF in this game something needs to be added.

  • Small ammo packs drop from the fire supports you kill, small health packs drop from medics you kill

Sort of works :slight_smile:

#7)
Allows you to quickly pick-up and throw nearby grenades
-Collisions need a lot of work. I still have no idea how close to an enemy I really am so picking up a nade and re-throwing it seem impossible right now.

#8)
Scout
Quick Eye
20% increased to movement speed when iron sighted

Scout only??
Run and gun snipers?
I can see this for Medics or stupid shotguns or AR guns…

Overall the cards are confusing and nearly impossible to switch out between mercs and maps if you want to change things up. You will have to have many hours of game play or research into the cards to get good at switching and knows exactly what cards you want for what maps and what mercs…

I think something vastly more complex yet simplistic system can be created :slight_smile:


#9

Removed


(Humate) #10

Would like to give some in-depth feedback however I havent unlocked many cards, and the augments are very similar across the ones I do have.
I’d have to say the only augments that really stood out in game, were the default Phoenix ones… most of time its not apparent that the augments effect gameplay.


(spookify) #11

[QUOTE=Mustang;508270]List of augments

Category assignments

[table=“width: 100%, class: grid”]
CharacterAugment Types
FraggerOffensiveDefensiveScout
SawbonezOffensiveSupportDefensive
ProxyOffensiveSupportScout
SkyhammerOffensiveSupportSpecialist
VassiliIntelDefensiveSpecialist
ThunderOffensiveDefensiveSpecialist
AuraOffensiveSupportScout
BushwhackerOffensiveSupportDefensive
ArtyOffensiveSupportDefensive
NaderOffensiveDefensiveScout
PhoenixOffensiveSupportIntel
FletcherDefensiveScoutSupport
StokerOffensiveSupportScout
RhinoOffensiveDefensiveSpecialist
RedeyeIntelOffensiveSpecialist
[/table][/QUOTE]

What about a Drop down so people can go all defense OR all OFFENSE OR all scout or all Specialist?

I can see:

Category assignments
[table=“width: 100%, class: grid”]
SawbonezDefensiveDefensiveDefensive[/table]

OR

[table=“width: 100%, class: grid”]
SawbonezOffensiveOffensiveDefensive[/table]

OR

[table=“width: 100%, class: grid”]
SawbonezOffensiveOffensiveOffensive[/table]

You do know what would be really OP is

[table=“width: 100%, class: grid”]
PhoenixSupportSupportSupport[/table]
or
[table=“width: 100%, class: grid”]
PhoenixDefensiveSupportSupport[/table]

In a nuts shell we should be able to create any combination or everything!



(Anti) #12

Yea, just to be clear, they don’t have one of each category all the time, they have any combination from those three categories, so Fragger can be Offensive, Offensive, Offensive as well as Defensive, Offensive, Scout etc.

What you can’t have though is stacked augments of the same type i.e. Chopper, Chopper, Chopper stacking to a 60% melee bonus is not allowed. This is to help keep the balance in check. Each augment is unique on a load-out.


(PixelTwitch) #13

Focus - Risk of being irrelevant do to ping and low amount of time in ironsights. Strength is fine. Feels more like an Offensive ability.

Lock-On - Strong for Proxy and Bushwhacker but useless on Turtle and Fletcher. I think its more of an Offensive ability yet again. Its not too strong for Proxy and Bushwhacker.

Spares - More of an Offensive ability yet again… Strong in the hands of Thunder/Fragger and Sawbones useless in the hands of Field Ops.

Tough - Fine and well balanced

Unshakeable - Fine and well balanced

Big Ears - Quite worthless in current patch due to poor sound anyway. Should be increased slightly to around 25%

Bomb Squad - Not too strong but cancels out multiple Mercs core abilities so I would remove this as it “counters”

Spotter - With the decreased stopping radius 1% more seems worth less. This is the weakest Aug so far…

Undercover - How anyone would consider 1% range on Spotter balanced with 20% on smoke is beyond me… This is quite strong…

Untrackable - Boarderline of fair. With the current movement speed that 20% reaction time on Mines would get you almost completely out of range. I would reduce to 10%.

Armour Piercing - Fine but you use it on some of the least compatible mercs. On something like Rhino this is strong!

Bigger Blast - You should stay well clear of having Augs that buff an individual mercs ability. It means that nader is lirially worse without this Aug.

Chopper - Giving me 20% more damage on a melee weapon that back stabs and gibs downed players is worthless. Even more so when I get it for my cricket bat. Numerically the power is fine but functionally its effectively worthless.

Cool - On EV maps its worth it… Not really too powerful…

Drilled - Very strong I feel should be reduced to 25% or do not display the number and set it differently for each weapon.

Explodydendron - Strong with some worthless with Stoker

Fail Safe - Fine and well balanced.

Ice Cold - What where you thinking???

Nitros - Really??? What the **** were you thinking???

Quick Draw - Fine - would personally reduce from 50% to 30% in order to balance

Double Time - Strong but not broken. Should be more universal (defensive) to avoid being OP.

Enigma - Fine - well balanced but a little niche

Flying Pig - Very map dependent - Nothing really wrong with it though…

Quick Eye - I would like to see this increased to 40% for a while and have it moved to (offensive) More viable IS for people that choose to use it is a good thing in my opinion.

Sneaky - At only 10% this is acceptable but still only borderline acceptable.

Springy - Awkward, kinda ok… Jumpers dream I suppose.

Guardian Angel - I think this is broken in the current build - theory it is fine its a option for less skilled players to be a little safer. Currently I feel like the airstrike warnings in general could do with being tweaked but I suppose this helps.

Looter - I like this mechanic full stop and think its fine and balanced but most importantly fun!

Pinapple Juggler - Cool concept useless in practice and just not worth the effort to do specially when people cook nades… I would remove this.

Extra Ammo - Actually, even though its a boost to a Merc, I do find this acceptable.

Extra Supplies - Again, I feel this is a valid Aug and I like it.

Get Up - Decent and well balanced.

Healing Range - Decent but makes these two mercs simple better with this ability. Saying that, With Potent packs on the same Aug list I would say it is a choice so fair.

Potent Packs - Overall I feel like this is… Should be reduced for Auras healing station though to around 12%.

Quick Change - Again being just for a solo merc on their primary ability means sparks is out right better with this Aug.


(spookify) #14

[QUOTE=Anti;508294]Yea, just to be clear, they don’t have one of each category all the time, they have any combination from those three categories, so Fragger can be Offensive, Offensive, Offensive as well as Defensive, Offensive, Scout etc.

What you can’t have though is stacked augments of the same type i.e. Chopper, Chopper, Chopper stacking to a 60% melee bonus is not allowed. This is to help keep the balance in check. Each augment is unique on a load-out.[/QUOTE]

Gotcha, I haven’t seen a triple Offense, Offense, Offense yet :smiley:

Totally makes sense that they dont stack.

So you are shooting for 42ish perks totally and any combination of 3…

  • Seems simple enough however the odd seem crazy because it is also multiplied per merc.

Can someone do the math?

42 Total Perks / 3 = 14 Total Cards per Merc However 2 of the 3 could be different so 42 Different Cards Per Merc?

16 Mercs and 42 Card Combinations = 672 total Cards? HAHA :slight_smile:

Cards are random and it sounded like double could be reused sometime in the future to re roll…

Seems like a lot of playing and randomness to get
[table=“width: 100%, class: grid”]
SawbonezDefensiveDefensiveDefensive[/table]

and once you do get that combination you want you might not like it…


(PixelTwitch) #15

Dont forget weapons and skins. You are talking about potentially millions of cards.


(Mustang) #16

[QUOTE=spookify;508298]Can someone do the math?

42 Total Perks / 3 = 14 Total Cards per Merc However 2 of the 3 could be different so 42 Different Cards Per Merc?

16 Mercs and 42 Card Combinations = 672 total Cards? HAHA :)[/QUOTE]
There are 15 mercs and 38 augments at the moment and not all mercs can use all the augments, hence the “category assignments”, they can only use augments from within their assigned categories, and only then if it’s applicable (for example Proxy can use support augments, but she can’t use Healing Range).

[QUOTE=spookify;508298]Seems like a lot of playing and randomness to get
[table=“width: 100%, class: grid”]
SawbonezDefensiveDefensiveDefensive[/table]

and once you do get that combination you want you might not like it…[/QUOTE]
Which is why I’d like to see customisable augment selections instead of pre-defined and randomly distributed ones.


(spookify) #17

This thread has been quite??? Whats the deal? SD/Anti any feedback on our feedback? Pix had some good info. New ideas were also mentioned :slight_smile:


(Anti) #18

I’ve been out of the office for a few days now, will take a look at this in more detail soon. At a glance it looks like good feedback though :slight_smile:


(INF3RN0) #19

Hard to give precise feedback on augments due to limited testing + level resets, but some feedback I posted here


(Anti) #20

We’re looking to boost XP with the patch after this one, to speed up testing. We just needed to do some testing at this rate first