Augment Ideas Thread


(JJMAJR) #1

A previous augment tread I did:

Custom Weapons -> +12% range to all firearms
Extended Magazine -> +25% magazine size (doesn’t change ammo regen rate or max ammo)
Name Undecided -> +25% casting speed for abilities such as air strikes, lasers, and etc.


(everlovestruck) #2

@JJMAJR said:
Custom Weapons -> +12% range to all firearms
Name Undecided -> +25% casting speed for abilities such as air strikes, lasers, and etc.

Seems quite OP to me


(GatoCommodore) #3

you mean a better damage falloff?


(watsyurdeal) #4

Honestly some of the augments already do the things mentioned here.


(TheStrangerous) #5

I do believe it was a scrapped augment.
An augment that lets you carry more ammo in your pocket (not more bullets in your gun).


(JJMAJR) #6

[quote=“TheStrangerous;c-223407”]I do believe it was a scrapped augment.
An augment that lets you carry more ammo in your pocket (not more bullets in your gun).[/quote]

Isn’t that Spares?

Speaking of which, thanks for reminding me of another augment idea.


(OwynTyler) #7

+25% casting speed for abilities such as air strikes, lasers, and etc.

Better this: No interrupt during laser\arty casting B)


(Eox) #8

[quote=“Owyn;c-223663”]

Better this: No interrupt during laser\arty casting B) [/quote]

Aye. Might avoid a few balance issues as well IMO.

Moving this to general discussions as well.


(BlackboltLW) #9

“Field Medic” augment for non-medic pls - Revives your allies 25% faster as non-medic class

or to complement, “First Aid” - Revives your allies with 15% extra health as non-medic class


(Press E) #10

I want to see an augment that lets deployables deploy faster. It would be useful as hell to me as aura or proxy, even if it was barely any time at all


(Your worst knifemare.) #11

Firesupport:
-Start up: Using “get up” gives allies 15% ammo.

-Handout: Teamates near you get 5% ammo/second.

Recon:
-Tracker: enemies are detected 15% longer.

Medic:
-Exchange: Drops a small health pack for 60% ammo collected.


(Bestfinlandball) #12

I like the idea of having “double-edged sword” kind of augments.
Like increased damage for nades and aoe abilities, at the cost of increased cooldown.
I can see this being very difficult to balance though.


(ASTOUNDINGSHELL) #13

[ Augments for Assault’s ]
-General-
Adrenaline: Scoring a kill will instantly grant 5-25 [ depends on how low the player’s hp currently is hp ] and initiates Hp regeneration.
Combat Thrill: Upon scoring a kill reduces Ability cool down by 5%
Juggernaut: Dealing damage reduces enemy staggering by 65%

-Thunder and Fragger-
Stopping Power: Dealing damage with a firearm to an enemy will reduce incoming healing by half for 0.5 sec.
Suppression Fire: Constant fire [ Shooting at full auto ] Reduces weapon bloom / recoil by 15% per each shot past 10% of the Magazine.

[ Medics ]
-General-
First Aid: Passive regeneration is two times as faster [ does not start faster, just regens faster]
Good to go: After rezzed both Medic and ally gain a 15% speed boost for four seconds.
[ all but Aura ] Patched up: Healing an Ally provides a 20% shield for three seconds.

[ Recon ]
-Phantom-
[ insert “Cool” name ]: Killing an Enemy spots nearby players [ for Phantom ] for a short moment [ say like one ping from vassili’s sensor ] without alerting enemy players that they have been spotted.

that’s all i’ve got right now :v


(HammerOfDawn21) #14

I’m not sure if its been suggested earlier. Reworked pineapple juggler that lets you pick up and throw grenades from ground and a marker around airborne projectiles similar to the one in bomb squad augment for improved visibility.


(Eox) #15

How about a perk that increase damage dealt to downed targets ?


(K1X455) #16

D9D claims that there’s a bug associated with a downed target. What SD intended was to protect the target while being revived unless the player uses a skill or fires a weapon. What happens is as the downed player is in the incapacitated state, the protection is applied prior to the process of revival, instead of during and in the process of revival, the game does not recognize the process of changing states thus, making the downed player as vulnerable as if he can fight back.

We refer to this as the Phoenix bug.

Edit (Add): Incapcitated state


(Eox) #17

D9D claims that there’s a bug associated with a downed target. What SD intended was to protect the target while being revived unless the player uses a skill or fires a weapon. What happens is as the downed player is, the protection is applied prior to the process of revival, instead of during and in the process of revival, the game does not recognize the process of changing states thus, making the downed player as vulnerable as if he can fight back.

We refer to this as the Phoenix bug.
[/quote]

If it’s not already done, you might want to report that glitch here : http://forums.dirtybomb.com/categories/bug-reporting


(K1X455) #18

[quote=“Eox;c-224036”]
If it’s not already done, you might want to report that glitch here : http://forums.dirtybomb.com/categories/bug-reporting[/quote]
That one doesn’t need reporting. It’s a little too obvious, but I’ve just gone to bear and grin with it.