[spoiler]I thought of something gimmicky, fun, and maybe somewhat cool, but I think it should be a passive ability for something like a fire support.
Bribery
Whenever another player uses a support ability on you, that ability’s cooldown is reduced by 10%. Doesn’t synergize with healing stations or ammo dispensers.
I originally thought “what if that was an augment” but then I decided against it.
Hey, it would be like the Phoenix of Fire Support classes! At least in regards to a radial healing ability.[/spoiler]
[spoiler][quote=“SweetGenocide;198726”][quote=“JJMAJR;198713”][quote=“Szakalot;198654”]how do you define ‘out of combat’?[/quote]
Most likely the time it takes for the player to regenerate health without the use of an ability.
I don’t like the augment idea. Feels a bit strong to me.[/quote]
3% isn’t really that much, and remember an it was just an idea.[/quote]
Don’t protect your ideas by saying “it was just an idea” because it makes your point look even less valid and well-thought-out. It’s like saying that you don’t care about what other people think of your augment, and honestly, I do have reasons as to why it would be overpowered.
It would be a must-have for almost every character because of the fact that it triggers automatically upon spawning. This means that with the augment players would be able to move to attack/defend an objective faster than another character of the same type.
This doesn’t sound like much, but it is extremely strong to be able to advance your front lines by 10 meters more than usual. That’s like a free 2 seconds of repair time.
And if you do the math right then you would find that .975*1.03=1.00425 and therefore even if it was on things like the Katana, you would still move faster than the Combat Knife.
It could be a good idea to implement the augment onto Rhino’s Cricket Bat loadouts though, considering how painful that melee weapon is for him to wield. Fragger, Nader, Redeye, and Phantom wouldn’t be so bad with such an augment though, provided if there isn’t a loadout with that augment and Mechanic together.
But what the heck, they might end up doing just that because of how bad Phantom is on offense before EMP made him bad everywhere, and how Rhino is nearly unplayable on offense.
I would like a police baton as well, which would have katana melee range and RoF, but have the same amount of (or less) damage as the combat knife.[/spoiler]
[spoiler]I ironically think that it would be a good idea to have a “speed boost when recently damaged” augment because that the problems above wouldn’t exist in such a state. That augment would enable players to run away from a bad fight, and live long enough to turn the tide against their enemies.
So, here’s the name ideas that I have for both @SweetGenocide and the augment idea I came up with.
Peak Physical Condition
Cowardice
Both names have a nice rich flavor to them that I like a lot better than “Speedy”. Hell, Rhino with a Cricket Bat and PPC would be extremely cool.
And Cowardice?
Totally fitting for an environment filled with mercenaries and no heroes in sight.[/spoiler]
Sorry for necroing this thread.