Augment Idea


(Lisjak) #1

Hey guys,

so I was playing medic the other day and while running to revive someone I had to charge my paddles first(doh). Unfortunately I got killed a few times befiore I got to the downed team mate, probably because I had to walk and was an easy target.

So my idea for an augment would be to be able to run while charging the paddles.

Any thoughts on this?


(Faraleth) #2

It’s a nice idea, but it would sound like a “must have” for Sawbonez, Aura or Phoenix, because it would simply be THAT good - which is always bad when it comes to balancing loadouts and augments.

When I play Phoenix or Sawbonez, I find that sprinting until I’m relatively close, then charging the defibs and long-jumping at the same time allows me to cover a HUGE amount of ground at an even faster rate than the sprint. Due to the slowed movement when landing, I use the last bit of ground to reach full charge and target the downed team-mate properly… which honestly I think is more effective than being able to sprint while charging. :stuck_out_tongue:

However, the same rules apply for any ability, you can’t sprint and use them at the same time - so I’m not sure allowing medics to run with defibs would be the best idea. :s just my thoughts!

EDIT: Gonna pop this thread in the weapon and equipment discussions section, due to the discussion being about the defibs!


(Feley) #3

[quote=“Lisjak;17995”]Hey guys,

so I was playing medic the other day and while running to revive someone I had to charge my paddles first(doh). Unfortunately I got killed a few times befiore I got to the downed team mate, probably because I had to walk and was an easy target.

So my idea for an augment would be to be able to run while charging the paddles.

Any thoughts on this?[/quote]

I think paddles have very great damage… I don’t know if it can kill a Fragger but I am about 75% sure it can… Soo paddels would become probably the most powerful melee if you add running while charging :neutral:

On the other hand, you can long jump and start charging while still in air, that way you are way faster to get to a teammate…


(Lisjak) #4

Good points guys. Now that I think about it, it would really be very powerful in melee situations. I might also put people off sparks since you could cover ground with aura and charged paddles far quicker.


(VincentRJaeger) #5

Perhaps a faster charge rate on the paddles could help as an augment?


(BananaSlug) #6

another good idea


(Frogteam) #7

another good idea[/quote]

Isn’t there an augment that makes the paddles heal more per charge? That’s equivalent. I’ll check real quick.

EDIT: Yeah, Get Up increases pick up health by 50%, so if you only charge for 50% of the time it counts as if you had charged 75%.


(VincentRJaeger) #8

another good idea[/quote]

Isn’t there an augment that makes the paddles heal more per charge? That’s equivalent. I’ll check real quick.

EDIT: Yeah, Get Up increases pick up health by 50%, so if you only charge for 50% of the time it counts as if you had charged 75%.[/quote]

Oh right, I completely forgot about that >n<


(Someordinaryguy) #9

[quote=“Faraleth;84657”]It’s a nice idea, but it would sound like a “must have” for Sawbonez, Aura or Phoenix, because it would simply be THAT good - which is always bad when it comes to balancing loadouts and augments.

When I play Phoenix or Sawbonez, I find that sprinting until I’m relatively close, then charging the defibs and long-jumping at the same time allows me to cover a HUGE amount of ground at an even faster rate than the sprint. Due to the slowed movement when landing, I use the last bit of ground to reach full charge and target the downed team-mate properly… which honestly I think is more effective than being able to sprint while charging. :stuck_out_tongue:

However, the same rules apply for any ability, you can’t sprint and use them at the same time - so I’m not sure allowing medics to run with defibs would be the best idea. :s just my thoughts!

EDIT: Gonna pop this thread in the weapon and equipment discussions section, due to the discussion being about the defibs![/quote]

@Faraleth Or just play Sparks with Companion Agent :stuck_out_tongue_winking_eye: Why run and get tired when you can rez across the map ?

But about defibs, Get Up augment already helps with that. I’ll just sprint almost to the target, quick 1-2s charge (which gives him/her about 50-60%HP), throw medpack in his face and voila :smiley:


(Kirstµ) #10

It’s also possible to walljump while charging defibs, you don’t even lose any speed! Due to this I don’t see a need to change anything about the defibs, or have anything buffing them.