@spicyHarp I saw those, was about to comment, thanks for doing it for me. Literally cobalt-tier augments right there.
Augment reworks and new augment ideas.
PLEASE MAKE PINEAPPLE JUGGLER ABLE TO DISARM PROXIMITY MINES.
I GET SO MAD WHEN A PROXY JUST SUICIDE BOMBS INTO US, AND JUST DROPS A MINE, AND THERE’S NOTHING ANYONE CAN DO.
Springy is bad. I don’t even know what the heck it’s for. This isn’t Quake, please.
Cool is actually not that bad, I mean, turrets are absolute killing machines, and sometimes I just need to spray a little longer.
Bomb squad I quite like, Proxy mines are sneaky sometimes.
Can we rename first aid to… quick fingers or something? I dunno, something to do with fingers.
Long vault seems weird, I don’t want that. It could screw up muscle memory, and ruin some map design (Dome jumps could be exploitable.)
Cleaner sounds amazing. Please. Add.
@Someordinaryguy said:
Sprinter/Usain Bolt (JK)
Increases movement speed by 5%Flying Pig
Maybe apart from no fall damage it could increase jump height ?
Sprinter
better flat bonus like +10 or every Proxys will be rocket speed busted
Flying Pig
Totally agree
Also how about remove apple jangler and add new - Cevlar
+10 hp
Need more simple in mechanics but useful perk than some we have now.
I would also like to see 3 different weapons each mercenary. The stats are the same as the current weapon, differences in sound and appearance of the model.
As such Hotchfir and “new” Aysfir at Proxy. The same mag, the same damage, but the new model and sound and can only equip Proxy
Try hard atm is pissing me off in competitive. These suicide defusing proxies start tanking up to 120 hp which makes it impossible to one hit them with a sticky. Getting rewarded for dying without getting a kill is just wrong…
Probably the most annoying augment I deal with is Nitros, which means Rhinos can spin up their minigun 50% faster. Its really powerful because the second you see a rhino facing you there is no time to run back or find cover. I’ve played with it myself and I can get up a K/D up to 40/3 because nobody has time to react to me.
Why is making 10% less footstep noise better than 50% less aimpunch?[/quote]
ADS lowers you FoV and increases grouping of shots (precision) and as expense slows your movement; as a consequence, whatever value you gain in lowering aim punch makes you more vulnerable to it because you’re easier to hit. Due to the speed of gameplay at which Dirty Bomb is played, aim punch is outright evil and I share a similar opinion with Pansy regarding aim punch. Reference is here.
@AirborneVolley you got played? The technique is usually Bli-bli-bli-blishlock then Sticky. RInse and repeat.
i actually like untracklable as is because it lets you 100% dodge a proxy mine even if you run over it if you long jump in time. pretty useful for getting past those trricky points.
i like the new augment ideas though, very nice
[quote=“srswizard;87779”]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.
[/quote]
I like this suggestion, very nicely merged. Boring augments on their own, kind of nice combined.
Also like most of Eox post, apart from Pineapple Juggler - kill that augment with fire, or whatever we have available, it’s just awful and cannot be salvaged 
[quote=“kAndyREW;88026”]i actually like untracklable as is because it lets you 100% dodge a proxy mine even if you run over it if you long jump in time. pretty useful for getting past those trricky points.
i like the new augment ideas though, very nice[/quote]
The idea is actually to fuse untrackable with enigma : you shouldn’t loose your bonus from untrackable. It should actually be stronger by pairing with Enigma’s effect. 