Augment Feedback


(Szakalot) #81

[QUOTE=Glottis-3D;521608]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[/QUOTE]

what do you mean ’ go into the default game’? Everyone should have that perk? Or a separate progression system where you can get those perks?

Alternatively, some perks can follow the MOBA feel, and after mini-leveling up during that particular match you get to pick one of the ‘global’ perks.

Specialization is a really good point, would love card to go that way.


(spookify) #82

[QUOTE=spookify;521586]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!![/QUOTE]

Whats everyone thoughts? I know some of these Ideas may be a little out there but this would add an awesome dynamic to the game and make ability play that much better and skillful. Especially making sure you have the right one pick vs another super perk class and so on. Obviously new ideas can be added but I think this would be a lot better then the current perks because it would make them useful rather then a gimmick.


(Glottis-3D) #83

[QUOTE=Szakalot;521612]what do you mean ’ go into the default game’? Everyone should have that perk? Or a separate progression system where you can get those perks?

Alternatively, some perks can follow the MOBA feel, and after mini-leveling up during that particular match you get to pick one of the ‘global’ perks.

Specialization is a really good point, would love card to go that way.[/QUOTE]
some augments should be in default game for everyone. i do not think that we should have lond reload for all, so that to justify fast reload pers.
some perks are realy nice and fun to be for everyone like medpack from dead medics


(Szakalot) #84

default reload speed is already pretty fast for most guns, i dont think we need to be able to reload them even faster


(INF3RN0) #85

Some of these ideas seem better suited towards integrating ultimates or additional abilities into the game. I feel like perks should help define a specific play style, such as support, aggro, def, etc which they currently appear to be attempting to do. Some of these ideas make sense in the category you’ve listed, but others are bit too weird. I’m doubtful that drastically changing how something functions will work, but I think that abilities should have an alt function in general.

The big issue I have is that loadout cards are very restrictive and confusing. Do I choose a card for the skin/rarity or my preferred play style? Ideally I’d like to collect drops separately as a base card/skin, weapon set, and perk set- which I can then craft into a completed card.


(spookify) #86

Totally agree!

Also if I get you correct you would have a base 3 perks and possible an ultimate? I think the Ultimate’s would also define a play style especially if some of the super perks I mentions are used as ultimate’s.

I agree 100% that perks, merc skins and Gun Skins and might even go as far as gun should have no set in stone feel as they do now. So technically you would be able to craft your perfect card that you want.

Side Note: “IF” gun skins take off or are as popular in CS could SD create a “video” setting that allows Guns (JUST the Gun) to be on Ultra, Higher video settings? Right now we have the standard video settings and I obviously play with everything on low! However if there was one video option to “just” turn my gun on Ultra I would.


(INF3RN0) #87

[QUOTE=spookify;521638]Totally agree!

Also if I get you correct you would have a base 3 perks and possible an ultimate? I think the Ultimate’s would also define a play style especially if some of the super perks I mentions are used as ultimate’s.

I agree 100% that perks, merc skins and Gun Skins and might even go as far as gun should have no set in stone feel as they do now. So technically you would be able to craft your perfect card that you want.

Side Note: “IF” gun skins take off or are as popular in CS could SD create a “video” setting that allows Guns (JUST the Gun) to be on Ultra, Higher video settings? Right now we have the standard video settings and I obviously play with everything on low! However if there was one video option to “just” turn my gun on Ultra I would.[/QUOTE]

I’d personally like to see a variance of ultimates that also fall into these categories of combat or support. At the basis of the Ults I’d prefer it if it was a timer based mechanic, where perhaps attackers were able to use them 3 times throughout a game and defenders only 2. It could at least make up for the lack of attacker spawn time advantage/lack of forwards.

In the case of a say Sawbonez it could work something like…

Combat; Inventories 5 packs that are non-interruptible for both himself/teammates
Support; Lazarus Grenade (though I think this would be better for say sparks)


(spookify) #88

[QUOTE=INF3RN0;521642]I’d personally like to see a variance of ultimates that also fall into these categories of combat or support. At the basis of the Ults I’d prefer it if it was a timer based mechanic, where perhaps attackers were able to use them 3 times throughout a game and defenders only 2. It could at least make up for the lack of attacker spawn time advantage/lack of forwards.

In the case of a say Sawbonez it could work something like…

Combat; Inventories 5 packs that are non-interruptible for both himself/teammates
Support; Lazarus Grenade (though I think this would be better for say sparks)[/QUOTE]

Yeah we are totally on the same page but I would like to have one or the other. Either you are full ultimate Support or full Ultimate Combat. That is why with my idea you are allowed to select only “1” super perk.

Two Quick things:
#1 - On the topic of medic’s SD has made it very clear that they do not want the medic’s to be killers. So in my Super Perks Here I have made all of them non combat related. The Super Perks or Ultimate’s change up your abilities aka Packs, Pulse or Heal Station.
#2 - As we have seen from these latest match making there is a small problem of lack of difference, Variance or change between Mercs mercs. 3 Aura’s, 3 Proxys and so one but specific Super Perks would change that up a little. Example would be aura and how the heal station works. You just do not have 3 large heal stations set at a bottle neck and could have something else. Different Super perks might allow you a better chance to break the bottle neck.

One awesome thing would be Saw for example going against Saw
SAW #1) Super Perk 1: Medic’s Can Self Heal at Normal rate (Saw or Phoenix)
vs
SAW #2) Super Perk 2: Medic Pack Heal 25% Even After being hit (Saw, Spark or Phoenix)
vs
SAW #3) 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)

Who would win? It all comes down to play style and the situation. The nice thing about this is the medic has a greater chance to stay alive and thus revive a teammate. (Super Perk 7 might need to be tweaked a little hahah)


(xdc) #89

update progress is slow.
how can u be sure devs are even listening when they don’t respond?

probably the most annoying aspect of the game for me, don’t be mad at me.