Augment Feedback


(tokamak) #61

[QUOTE=spookify;511125]Got my First EPIC card!!!
Thunder with Stockers gun! lol!!![/QUOTE]

Awesome. Though these are exactly the cards that shouldn’t be obtainable through crafting.

Tradeable, sure. Just not grindable.


(xdc) #62

please introduce a ‘help up’ augment, such as increased help up speed


(BomBaKlaK) #63

you mean a medic ? : p


(Glottis-3D) #64

yeah, help up has to be very slow.


(spookify) #65

Rhino “Nitro” I do not notice a big difference and it is hard to control… It also takes forever to spin up…


(xdc) #66

augments need work


(spookify) #67

The only way I think AUGMENTS could work in DB is if the chances are small… Example Runes and Mysteries in LOL… These changes are fun and small…

I would suggest that we can craft card which I assume is coming but then add up to 3 power level to that specific AUG… Total of 9 powers raising the speed and power of that AUG by a small percent…

Right now you get a card and you reload in half the time as default that is to much of a swing…

The point is a lot of these Augments should already be in the game! And making default 3% faster will be better then -50% and add 50% to make these wild swings!

Again, I can not wait for the RARE Fragger Card:
Fast Raise
Fast Reload
Ability AOM 2x Damage…


(Mustang) #68

Augments are currently irrelevant, if anything they should be made stronger.


(spookify) #69

Augments are irrelevant because we havent seen good combination aka cards…

We are not able to select what we want to test and half the time I have no idea what the AUGs do…

Tripple Jump
Throw Nade Back
Reduce Fall Damage
Own Explosives (Sort of OK)
MG Overheat
*These are for the most part useless

Fast Reload (or Faster)
Sprint While Reload
Flinch while hit Scoped
Raise or Switch Gun
*This should be in the game by default

Reduced Cool Down on Abilities
Larger AOE Damage
New AUG - Merc’s Can Self Heal at Normal rate
Nadder, Fragger and Thunder get more Nades
Turret Does Double the damage (Turret seems week this patch with the added HP to everyone)
SpiderMan - Can place mines and turrets on any surface.
FallOff - OP perk here — Takes away fall off damage!!! Epic and maybe OP----- MAYBE!
Kill spree Perf – Get 3 kills in a row and resets abilities!
Medic Pack Heal 25% Even After being hit.
Add 10HP
Add 20HP
Fast Reload
Sniper Bullets deal 20 more damage to Counter The heavys added HP Perk
Smoke and Fire last Longer
Fire deals more damage but in a smaller area
Fire Deals Less damage but in a bigger area
Less recoil on auto sniper
Rhino can move faster
Rhino gun less spin up time.
Rhino mini can shots with low spread but over heats very fast
Slugs: All Shotgun turn into slugs (2 HP Kills and Insta Gib) (Larger Kick)
Trade: Reset Teammates as-well as your Abilities by using your or their ability
Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP Total)
AOE Bullets - If an enemy is within 10 Yards of a teammate getting shot they bleed or receive small amounts of damage… This could be super annoying haha. D3 has this…
Poison - Redeyes smoke turns into a smaller area but deals damage…
Exploding Fire - Flethers Sticky Bombs, Mines and Nades loss some explosive power but leave behind a fire like stokers on the ground for a bit.
*Should be AUG’s

EDIT: It is almost as if some Aug’s need to be for specific mercs… Say the TOP of the 3 augs is merc/Class specific and the last two are General.

Example #1:
SAW
Perk 1: Merc’s Can Self Heal at Normal rate
Perk 2: Fast Reload
Perk 3: Add 20HP

Example #2:
SAW
Perk 1: Medic Pack Heal 25% Even After being hit
Perk 2: Fast Reload
Perk 3: Get 3 kills in a row and resets abilities

Example #3:
SAW
Perk 1: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk)
Perk 2: Fast Reload
Perk 3: Reduced Cool Down on Abilities

Basically what I am getting at with Perk 1 being for SAW is that all 3 are powerfull and will play to the players play style… Neither one of the 3 is less weak then the other and all the example perks add a ton to the game.

In order for this and what we saw in Darwin to work especially with player getting more HP is people need to be rewarded for Headshots… Abilities will Kill but so can a good player strafing an enemys head!


(spookify) #70

Throwing knifes SUCK!!! Plus u cant gib…


(xdc) #71

after steam update:

throw knifes removed? never used it, gj

augments I don’t use/ or care for:
bomb squad: see highlight to mines and exploses ( never thought I would need it, no problem seeing these)

cool: increase time it takes for mg to overheat by 50% (useless map and area dependent augment)

guardian angel: audio warning for artillery (useless)

extra ammo: increase # of max ammo packs by 1 (field ops only augment, not required)

armor piercing: increase bullet dmg done to EV by 15% (map AND attack dependent augment?! don’t waste your ammo, use for field ops classes only. maybe increase repair speed for defenders?)

chopper: 15% to melee damage (light mercs only, also I guess this would be required for the ‘stealth’ sword merc they removed, or maybe its not coming back like before)

mechanic: increase/dec arm/disarm rates by 20% (objective dependent augment, best for light engineer)

fail safe:reduce effect taken of self explosives by 25% (not required for all mercs, but thunder could use it for conc grenade)

untrackable: turrets, mines, and other automated defense (like what? spawn protection bots like in brink?) react more slowly to you by 30% (don’t need need it)

flying pig: reduce fall damage by 100% (jumping off side of wall before hitting ground removes resets fall dmg, maps not designed for this augment to be more useful)

springy: allow another jump before diminishing returns (useless for heavy)

Is it the point to have some bad augments? some are only useful for a certain merc

Favored augments:
explodydenron: 20% increase to blast radius to AoE abilities
tough: reduce delay till health regen starts by 33% (haven’t really tested it yet, but it is better than all the above augments)
extra supplies: reduce support ability cooldown by 25% (medic only augment?)
Get Up: increase health given on revive by 50%
Quick Draw: raise/lower time decreased by 45%
Quick Eye: increased movement speed while moving when iron sighted by 35%
Enigma: reduce time detected by 50%
Spares: increase max number of magazines carried by 1 (good augment for fragger)

suggestions:
remove bomb squad and guardian angel. make bomb squad, and guardian angel augments work without requiring a augment, buff mines (allow proxy to plant mines on walls? What’s up with proxy planting on the floor only anyway), and artillery strikes should hit quicker by a second or two. Cool, and chopper are my underused augments along with bomb squad and guardian angel

other comments:
Big Ears and Sneaky: increase enemy/decrease self sound generated by 25% (these values might be high for the round base game type that was removed), but really I don’t find a use for these when in obj mode

many augments I consider useless and never want to use for any merc, allow us set augments by singles for testing


(DJswirlyAlien) #72

Wow Sparks, Aimee and Kira are still in the notes. Any news on when they will be back?


(spookify) #73

BUMP!

http://forums.warchest.com/showthread.php/42448-Closed-Beta-Update-V41588-(6th-January-2015)?p=520014&viewfull=1#post520014

So much cool stuff can be done with augments!!


(k0k0nat) #74

Don’t know if it has been discussed here, but how did all the “placeholder”-cards/augments get into the last stage of the beta?
I got some cards like " reduces fall damage by 0%" or “increases endurance of Fletchers deployables” the last time i played DB.

Augments COULD be a great feature, the problem I see is what happened to every other games wiht augements/runes etc. -> At the end of the day, there were only a few “METAA!!11”-Picks and it was something like a law to respect certain augment-setups.

  • I see this coming in DB.

(Szakalot) #75

[QUOTE=k0k0nat;520543]
Augments COULD be a great feature, the problem I see is what happened to every other games wiht augements/runes etc. -> At the end of the day, there were only a few “METAA!!11”-Picks and it was something like a law to respect certain augment-setups.

  • I see this coming in DB.[/QUOTE]

Its a matter of balance. If a perk like faster reload will always be picked, lowering the % difference will make other perks more viable. Very hard to predict at the moment, but glory be to f2p system, where these things can be adjusted on the fly.


(spookify) #76

Perks could make or break this game!

Hopefully it makes the game!


(spookify) #77

Hows the work going on this?

Having proxy (Or any engy) with the sped up tool is ridiculous.

Throwing nades back is still there so on and so forth…

In a nut shell these cards are pretty much useless…


(tokamak) #78

How about making a small deck with 10 cards. Then, through a match you go to level 1 to, say, 6 and each time you level up you draw a card and add that augment to your play?

That would be a fun way to incorporate the card system into a temporary levelling system.


(spookify) #79

I will move this post over from here

I only thought in depth about Medic Here and Here(This Works for all Medics) (AKA Super Perks!!!)

Medics Only Get 1 Super Perk and 2 Normal Perks

MEDIC’S (Support) (Saw, Phoenix, Spark and Aura)
Super Perk 1: Medic’s Can Self Heal at Normal rate (Saw or Phoenix)
Super Perk 2: Medic Pack Heal 25% Even After being hit (Saw, Spark or Phoenix)
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (Saw, Aura, Spark or Phoenix)
Super Perk 4: Heal Station gains 50HP (Aura)
Super Perk 5: Gain 1 Additional Pack/Pulse and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Saw, Spark or Phoenix)
Super Perk 6: Medic is allowed two Heal Stations with divided HP and divided Heal Radius. (Aura)
Super Perk 7: Medic Packs/Pulse Heal 50% Instantly (No Regen After) (Self Heal is 25%) (Cooldown Increase (more time) by 20%) (Saw, Spark or Phoenix)
Super Perk 8: Living Heal Station - Aura can deploy and then pick up the active heal Station replacing her Main Weapon. (Speed Slow Down 15%) (Aura)
Super Perk 9: Medic Heal Pulse can heal everyone on the map and activate Regen (Cool-down Reduction 45%) (Phoenix)
Super Perk 10: Unknown - New Merc in The Future

ENGY’S (Defense) (Proxy, Bushwacker, Fletcher and Turtle)
Super Perk 1: Mines Appear 50% Smaller (Do Same Damage (Proxy)
Super Perk 2: Mines do 50% More Damage to Offensive Class Only but 20% Less Damage to all other Classes (Proxy)
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (Proxy, Bush, Fletcher and Turtle)
Super Perk 4: Bush Turret and Turtle Wall gains 50HP (Bush and Turtle)
Super Perk 5: Gain 1 Additional Mine/Sticky Bomb and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Proxy and Fletcher)
Super Perk 6: Bush is allowed two Turrets with divided HP but faster reaction speed. (Bush)
Super Perk 7: Turtles Wall Gains 25% in Height
Super Perk 8: Sticky Bombs Turn into Proxy Mines and are set off by Motion (Fletcher)
Super Perk 9: Engys have the ability to Plant C4 anywhere on the Map (Proxy, Bushwacker, Fletcher and Turtle)
Super Perk 10: Turtle has the Ability to place 2 walls to combine in a combination of a 90 degree angle (Turtle)
Super Perk 11: Stick Bomb increase Damage by 50% but reduce mines to two and increase cooldown to 30 seconds (Fle
Super Perk 12: Unknown - New Merc in The Future

Fire Support’s (Support and Offensive) (SkyHammer, Kira, Stoker and Arty, Fragger, Thunder, Nader)
Super Perk 1: Air Strike Abilities Leave behind ground fire that burns for 5 seconds (Arty, SkyH and Kira)
Super Perk 2: Kira ability get auto Pilot. Able to drop in an area and it goes toward the most valuable target. This includes enemy mines, turrets and EV’s. (Kari)
Super Perk 3: Stacker: Become Stronger by KILLING your enemy. (Receive a new max cap HP for every enemy you kill without being killed) (40HP+ Total) (Upon Death it will reset to default HP) (Can not stack HP Perk) (SkyHammer, Kira, Stoker and Arty, Fragger, Thunder, Nader)
Super Perk 4: Carpet Bomb - Air Strikes turn into Cluster Bombs that cover a wider area but less damage (SkyHammer and Arty)
Super Perk 5: Gain 1 Additional Nade Bomb and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Fragger, Thunder and Nader)
Super Perk 6: Increase Fire Bombs to 4 but cover a much smaller area. (Stoker)
Super Perk 7: Gain 20HP
Super Perk 8: Air Beam Slits into 5 circler beams covering a greater area dealing weaker damage. (Kari)
Super Perk 9: Abilities Flash and Blind Enemy that are just outside the area of the blast (SkyH, Kari, Fragger, Nader and Arty)
Super Perk 10: Nades turn into proxy mines (Fragger, Thunder and Stoker)
Super Perk 11: Swap! Nades of each kind but 25% Weaker. Merc will be given each kind of Nade at 30 second cooldown. (Thunder, Fragger and Stoker)
Super Perk 12: Nader can Shoot non leather beambags that stuns the enemy. Projectiles fly 50% faster and more accurate.

Intel (Vassilli, Aimee, Phantom and Redeye)
Super Perk 1:
Super Perk 2:
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (ALL)
Super Perk 4:
Super Perk 5:
Super Perk 6: Allowed two Heart beat Sensors with divided Timing and divided Radius. (Val)
Super Perk 7:
Super Perk 8:
Super Perk 9:
Super Perk 10:

I’m Tired!!!
Also I think I do my best thinking while I am at working not working hahaah!!


(Glottis-3D) #80

i do not like loadout cards as they are now.

  1. i do not like that weapons are mixed with certain skill boosts.
  2. some perks realy deserve to be in game by default. like fast reload and fast weapon change (i realy like fast pace). or like killing a medic gives you little medpack, or killing a Fops gives you ammopack. and some other to even more extent
  3. a load out card should be more role-oriented. be more support, or be more medic, or be more objective-oriented or be more soldier and just kill everyone.

so to sum it up

  • less cards, especially get rid of useless ones
  • cards should have more specialisation. if i do not use cards at all i should be a common medic or a common engineer. but with cards a can become more mines but less repair. or visa versa faster repair, but less mines, etc
  • no guns in cards (i want to choose a gun myself when i set up a merc: 2-3 guns for every merc)
  • some perks should go straight into the default game