Augment Idea: Prepared


(GeekyNerd_FTW) #1

Allow 1 more deployable up at a time.
Available for Bushwacker(2 turrents) Aimee(2 Snitch) Aura(2 health station) Kira and Stoker (2 Ammo Station) Proxy (3 mines) and Vassili (2 motion sensors).
And if your wandering, this won’t effeck the recharge time or how many you can hold at a time.
Let me know what you think


(blufflord) #2

nope


(bontsa) #3

Then there would be no reason to use any other cards than ones with this augment as that is batshit insanely good. Would be just march of a new line of 383’s


(GeekyNerd_FTW) #4

@BufflordAFK @bontsa huh, all if my ideas are always “overpowered” it seems


(blufflord) #5

yeah i read 3 proxy mines, and was like fuck this thing, wasnt even gonna explain why that was a bad idea.


(Supersneaky) #6

As mentioned above, the problem with perks like this is that people will only play those cards, you need to have perks that give more options and not something like lock-on or getup that people can’t live without.


(Eox) #7

This is downright overpowered. For exemple, Bushwhacker using two sentries would just allow to deal twice the turret’s DPS, basically allowing him to block a path without effort. Mercs are limited to a fixed number of deployables for a reason.


(inscrutableShow) #8

I’m gonna say what everybody else said, but in a nicer way.

First off, let’s think through some scenarios. (You always think through scenarios) Let’s say that you’re playing Aura on the last objective on Underground 8v8. You’re the only medic, but there are three guys (a Rhino, a Nader, and a Stoker) defending the secondary objective room, and the rest of the team getting slammed by the enemy on the main objective. Of you support the main obj, the defense will hold, but at the price of the baricades, which will clog the defense and might lead to a loss later in the match. Of you support the secondary obj, the main defense might hold, but it might not. You, without your idea, would have to make a tactical decision and live with the consequences. That’s half of ejqts fun about playing an essential role. But with your idea, you could just slap down a station at both places, problem solved. That ruins tactical gameplay, and is just overpowered. Sorry, but no.