Augment reworks and new augment ideas.


(Eox) #1

I think we all know that the augment system is far from being perfect. A lot of augments are weak or useless, and we could also use come new augments IMO… I don’t know what more I can say in this intro, so well, let’s start.

Reworked augments :

Untrackable/Enigma : Am I the only one who think those two augments could be fused ? Enigma is only useful against two mecs at the moment : Vassili and Redeye. Later one will be able to add Aimee to the list. About Untrackable ? It only works against Proxy and Bushwhacker. That’s all. I think those two could combine to form a better augment, being valuable against much more mercs and giving it more utility to some already not that good loadouts.

Try Hard : That augment feels wrong in every way, and is also a death sentence to every loadouts with that augment. First it’s bad, second you shouldn’t be rewarded for dying without a kill IMO, even if you are an engineer that focus on something else. I think that instead you should be rewarded for killing someone, a bit like Looter, triggering more often but less powerful. Like instantly trigger health regen after a kill or something.

Pineapple Juggler : Just make it work with more projectiles. So far it only seems to work against Fragger, and it’s not even that powerful because Fragger can cook his nades. Allow it to also pick Nader’s nades and Skyhammer’s airstrike marker. You may also consider about making it work with unarmed Proximity Mines and Sticky Bombs.

Springy : It just allow you to jump three times in a row. It’s a bit bland, and it’s not even that useful. In my opinion, it should also allow you to perform a third wall jump, allowing you to take some funky routes.

I’m not talking about Cool and Bomb Squad, because I have no idea about how to rework those two… :confused:

New augments :

First Aid : It would be Mechanic’s counterpart to Helping Up. It speeds up Help Up by 20%. Useful when your medic is down. Of course you wouldn’t give it to Medics.

Long Vault : +X% long jump lenght. Feels like a nice addition to me. It helps for dodging and mobility.

Cleaner : +X% damage to downed targets. You think gibbing with guns wastes too much ammo ? Find that augment.

I will add more augment ideas later, if I find another good idea. Don’t hesitate to post your augments ideas also.

What do you guys think ?


(Szakalot) #2

I think tryhard is okay. Its a lot better than stuff like ‘cool’ or ‘extra ammo on skyhammer’. Sure most of the time its useless, but once in a while you’ll get killed out before doing anything, and 10 extra hp is great compared to those useless augments that have absolutely no impact on the game.


(Eox) #3

I really think that you should not be rewarded for dying, which is basically what Try Hard does. It may not be the most useless augment ever, but it’s wrong on the principle IMO.


(Szakalot) #4

I really think that you should not be rewarded for dying, which is basically what Try Hard does. It may not be the most useless augment ever, but it’s wrong on the principle IMO. [/quote]

please not another ‘reward for dying’ argument, had enough of those during martyrdom discussions : P


(Eox) #5

I really think that you should not be rewarded for dying, which is basically what Try Hard does. It may not be the most useless augment ever, but it’s wrong on the principle IMO. [/quote]

please not another ‘reward for dying’ argument, had enough of those during martyrdom discussions : P[/quote]

Martyrdom, it’s something else. You’re not dead yet at first, and it can harm you more than it helps you : pop it at the worst moment and it’s a revive missed. It’s hard to explain maybe. But I definitely don’t want to put it on the same boat than Try Hard.


(K1X455) #6

Try Hard It’s not a reward for dieing. It’s a consolation prize for being inferior.


(LifeupOmega) #7

I’d be running the Mp400/Hochfir Proxy so much more if Tryhard gave instant regen.


(SteelMailbox) #8

When it comes to Untrackable and Enigma I 100% agree.

Try hard I don’t feel is bad nor needs a buff, it is good for new players who have trouble killing and is also good for people who go straight to the OBJ without giving a damn about anything else (These people are always welcome in my games).

Pineapple juggler is also a 100% agree.

When they mean momentum jumps, it is basically when you run and walljump after that. You’re able to jump on a wall 3 times.

I don’t know, 1st aid will kind of take away from the purpose of having a medic. Sure a medic will always be better but still. Plus medics can heal themselves anyway once revived.

No. Long jump is fairly balanced and fair and it shouldn’t be touched in any sort of way.

They said they will never add something which increases damage to bullets, so I don’t see it ever in the game.

Overall you have some nice ideas but some of the perks you mentioned are just misunderstood.


(LifeupOmega) #9

Springy isn’t walljumps. It’s floor jumps. We’ve all tested it before.


(SteelMailbox) #10

Ah well, I guess I misunderstood that perk as a good perk


(watsyurdeal) #11

While I don’t necessarily disagree with anything here, I’d wonder how they would implement it.

Do any cards have both Enigma and Untrackeable? If so then that poses a problem for implementation.

I think Try Hard should definitely do something more useful, but I’d question if it’d be too strong. Like finishing instantly starts health regen, that could be a bit too much.

Pineapple Juggler I feel like it could just be replaced with higher explosive damage, not radius, damage, I feel like that would be way more useful. But considering who has it it’s kinda pointless.

I think giving every card that has this augment, Explosive resistance instead would be a smart idea.

And personally I have Springy on Nader and I like it, though I think a more interesting change would be more jump distance or force from wall jumps. Idk.

First Aid is good, long vault seems like another version of Springy honestly. And Cleaner would be overpowered, like once you add Cleaner it’ll become a standard, it’ll be that damn good against Medics.


(SereneFlight) #12

I’m not sure if Bomb Squad affects on teammates as well but if it doesn’t… it could.


(deerCat) #13

Augment: Pitcher- Adds 20% distance and velocity to throwable items. This could work with Fragger, Skyhammer, Fletcher, and vasilli.


(Someordinaryguy) #14

Long fuse
Basically increases time it takes for Nader/Fragger nade to explode, allowing you to throw/lob further

Quick Charge
Apart from Sparks Revivr, it could also be given to Phoenix

Improved RA CPU
Decreases cooldown on Phantom’s Refractive Armor by 25%

Ninja/Assassin
Melee kills won’t show in the enemy kill feed and enemies won’t scream when killed by melee (would be neat for Phantom or Proxy)

Ammo Dump
Increases mag size by 20% (ammo count unchanged)

Sprinter/Usain Bolt (JK)
Increases movement speed by 5%

Morphine Rush
You take 5% less dmg from all sources for 5s after receiving health (does not work on Health Station and Healing Pulse)

Flying Pig
Maybe apart from no fall damage it could increase jump height ?


(bontsa) #15

I think Tryhard is more of an attempt to make people new to the game less frustrated, when they have that consolation prize as K1X455 pointed out. Not that it should be a route to go but well. If there would be Tryhard in a loadout with good weaponary and some other actually useful perk, I wouldn’t really mind.

Pineapple juggler should definitely be able to throw stickybombs back, and what more it could give the perk holder ability to unstuck stickybombs from themselves and friendlies, albeit that would be extremely situational (even unstucking from oneself needs lightning fast reflexes).

I would really enjoy merging Untrackable and Enigma, even if their effectivenesses would be reduced (for example -30-40% to spotted duration instead of -50% and so forth) it would in my opinion make some for example Fletcher loadouts actually neat.

And don’t worry Steel, Firstaid- like thingie suggested here would absolutely not make medics useless, even many dozen % faster help up is still much slower than instantaneous Defib :wink: I also take 100% after-rez hp against mere 30% from help-up any day.

All in all, interesting suggestions which I would so much more want to stalk from warchest forums than these Nexon ones here, since first mentioned is the one that developers really follow. Augements need to see a revamp at some point, not necessarily even 3rd thing on to-do list but way before official release anyway.


(srswizard) #16

I would like to see these augments fused:
Cool + Mechanic.
Springy + Flying pig.
Sneaky + Untrackable.

I’d also remove Tryhard altogether, and tweak the remaining fluff augments so that they are worth something, at least.
There are just too many worthless augments in the game.


(K1X455) #17

So let’s grade all current augments. Here’s my rating

Big Ears - Lead
Bigger Blast - Cobalt/Gold
Bomb Squad - Iron
Chopper - Gold
Cool - Bronze
Double Time - Silver
Drilled - Cobalt/Gold
Enigma - Silver/Bronze
Explodydendron - Cobalt
Extra Ammo - Silver/Bronze
Fail Safe - Gold
Flying Pig - No Rarity
Focus - Lead
Get Up - Gold/Silver
Guardian Angel - Silver
Healing Reach - Cobalt/Gold
Ice Cold - Gold
Lock on - Gold
Looter - Silver
Mechanic - Silver
Nitros - Gold
Pineapple Juggler - No Rarity
Potent Packs - Cobalt
Quick Charge - Gold
Quick Draw - Bronze
Quick Eye - Bronze
Quick Slash - Cobalt
Sneaky - Silver
Spares - Silver
Spotter - Cobalt/Gold
Springy - Silver
Steady - Gold
Tough - Silver
Try hard - Silver
Undercover - Cobalt/Gold
Unshakeable - Silver
Untrackable - Silver

Eox’s proposed augments:

First Aid - Silver
Long Vault - Lead/No Rarity (because it can be done with a skill called long-jump; albeit less in distance)
Cleaner - Lead/No Rarity (because aim at the head)

Someordinaryguys proposed augments:
Long fuse - Bronze
Quick Charge - I really don’t know how this would apply to Phoenix, but if you mean to reduce his cooldown from using healing pulse, I think the augment Extra Supplies does this
Improved RA CPU - No Rarity
Ninja/Assassin - Cobalt
Ammo Dump - No Rarity
Sprinter/Usain Bolt (JK) - No Rarity
Morphine Rush - Bronze
Flying Pig - Gold


(Eox) #18

Wow, thanks for the awesome feedback everyone. :slight_smile:

@Watsyurdeal : if a loadout have both Enigma and Untrackable, just replace one of the two augments by a new one. It’s simple. :stuck_out_tongue:

Cleaner would be fine as long as you keep the value low enough IMO. 10% should be good enough, just allowing you to save a couple of bullets from your guns and finish slightly more quickly downed targets.

I wouldn’t put Long Vault on the same train that Springy. This one should affect nicely your ability at bursting through corridors, because who means longer jumps may also mean faster ones. It’s like if you added more push to your long jumps. There’s a lot of things that augment could allow you to do IMO, without being overpowered.

@steelMailbox : you shouldn’t worry about First Aid in my humble opinion (like @coolFortress said). Helping up only gives you 30 hp back as far as I know, why a small shock from defibs should gives you around 40 hp if I remember well, and is instant. It’s clearly not supposed to replace a medic, it’s supposed to help you revive your own medic or key members if the medic is already dead.

@deerCat : That’s definitely a nice idea, that could also be added to more mercs than that. Basically, every mercs able to throw thing could benefit from it. Mind if I add this to the first post ? :slight_smile:

@coolFortress : feel free to post that thread on the Warchest subforums. Just make sure to post a link to the source thread : it should give a dev the idea to go and check those forums a little. :slight_smile:


(RyePanda) #19

[quote=“K1X455;87806”]So let’s grade all current augments. Here’s my rating
Big Ears - Lead
Focus - Lead
Sneaky - Silver
[/quote]

Why is making 10% less footstep noise better than 50% less aimpunch?


(spicyHarp) #20

Oh, cmon. You’re not even trying.