Changes of the augments


(Drcipres) #1

They feel like they are a buff to something that is useless, so now is less useless but still useless, and what about pineapple juggler ? The only good change to the perks might be springy


(Drac0rion) #2

In my opinion they should remove augments that empower merc abilities and just add them by default if it feels needed, rest I think should be equally “useless”.
And remove Pineapple Juggler.

That way loadouts can be chosen by your gun preference and not by some “must have” augments you need to power up your merc ability.


(N8o) #3

I don’t care about any of the other perks except Springy.

Look out pubs, [SoloQ] Haise is coming at you with an even jumpier Fletcher.


(MarsRover) #4

You can up Cool to 9999999% and it will still be useless.


(Dog) #5

Flying Pig and Springy changes were welcome changes in my books. It’s fun already flying across the map with long jump started wall jumps, but now I get to go 10% farther while doing it :>


(triteCherry) #6

Lot of them were just percent increases (some are very minimal) which did nothing to solve the problem with why they are useless in the first place. I’m starting to think they are trying to maximize the amount of change within the most minimal amount of effort.

The best changes added something to the augment rather then mearly changing the values.


(Amerika) #7

Springy changes sound pretty awesome and Flying Pig is welcome. The BIgEars change might actually make it work since the sound mixing and general chaos of the game has always made footsteps rather quiet. Now you might actually be able to hear them.

Does anybody know if Sneaky reduces the sound of Phantom’s Refractive Armor while sprinting?


(moonlitAbility) #8

unless u spend a lot of time on MGs? just cuz its not yr playstyle doesnt make it useless. i think perks like that or tryhard or chopper may be more playstyle dependent, but that doesnt make it useless to someone that utilizes it. whereas perks like juggler are a complete waste of space. in ~400+ hours i dont even think ive ever seen it activate. Def not on me, but i dont think ive witnessed anyone else do it either.


(triteCherry) #9

The average life expectancy of people on MG’s is way lower then the time it would take to deem the Cool augment useful regardless of playstyle.


(moonlitAbility) #10

unless u can kill them before they kill u… which requires good reaction time, aim, and the gun not jamming before u get the kill. situational? yes. map and playstyle dependent? yes. totally useless? nah.


(Black) #11

I’m sorry but I believe alot of the augments in Dirty Bomb are just flat out useless and really unnoticeable.
For example what difference would sneaky make if I have my sound turned all the way up?


(Mr-Penguin) #12

[quote=“BlackFro;114010”]I’m sorry but I believe alot of the augments in Dirty Bomb are just flat out useless and really unnoticeable.
For example what difference would sneaky make if I have my sound turned all the way up?
[/quote]

Well, if Sneaky guaranteed silent footsteps, sound wouldn’t mean anything.


(Black) #13

[quote=“derpypenguinz19;114012”][quote=“BlackFro;114010”]I’m sorry but I believe alot of the augments in Dirty Bomb are just flat out useless and really unnoticeable.
For example what difference would sneaky make if I have my sound turned all the way up?
[/quote]

Well, if Sneaky guaranteed silent footsteps, sound wouldn’t mean anything. [/quote]
EXACTLY.

They need to make the augments more noticeable and powerful to the point I would need to warn my teammates like hey this phantom has Sneaky, always watch your six.

Another one is Enigma. The time of me being detected doesn’t matter. Either I’m detected or not because if they detect me for even one second they know where im at.


(Mr-Penguin) #14

[quote=“BlackFro;114014”][quote=“derpypenguinz19;114012”][quote=“BlackFro;114010”]I’m sorry but I believe alot of the augments in Dirty Bomb are just flat out useless and really unnoticeable.
For example what difference would sneaky make if I have my sound turned all the way up?
[/quote]

Well, if Sneaky guaranteed silent footsteps, sound wouldn’t mean anything. [/quote]
EXACTLY.

They need to make the augments more noticeable and powerful to the point I would need to warn my teammates like hey this phantom has Sneaky, always watch your six.

Another one is Enigma. The time of me being detected doesn’t matter. Either I’m detected or not because if they detect me for even one second they know where im at.[/quote]

Agreed. The only augments that really changed a lot were Flying Pig and Springy. All of the other ones SD buffed were just by 10% or so, which really changes nothing.

Now if Enigma and Sneaky were 80% or something, they might actually be useful…


(triteCherry) #15

Enigma and Untrackable are linked to abilities though. Having an augment shouldn’t cancel an enemies ability while at the same time what they are now doesn’t do much worth picking over the better augments.

Also with Sneaky at 100% it would make Big Ears pretty pointless even if it’s one person.


(watsyurdeal) #16

[quote=“triteCherry;114024”]Enigma and Untrackable are linked to abilities though. Having an augment shouldn’t cancel an enemies ability while at the same time what they are now doesn’t do much worth picking over the better augments.

Also with Sneaky at 100% it would make Big Ears pretty pointless even if it’s one person.[/quote]

I don’t see any reason why not, it’s not like there’s not augments that reduce explosive damage, boost duration or range of abilites, or reduce cooldowns.

Seems like fair trades if you ask me, and considering how easy the Goggles and sensor are to use I don’t see an issue.


(triteCherry) #17

[quote=“Watsyurdeal;114025”]
I don’t see any reason why not, it’s not like there’s not augments that reduce explosive damage, boost duration or range of abilites, or reduce cooldowns.

Seems like fair trades if you ask me, and considering how easy the Goggles and sensor are to use I don’t see an issue.[/quote]

That’s what the current augments do, they reduce the visibility and reaction time. If I wear Unshakeable it’s not like I’ll take a Fragger nade to the face and remain unscratched, chances are good that I will still take a good amount of damage and in some cases get knocked on my ***.

You can’t have augments that flat out remove ability effects from mercs, it’s not really fair to that merc while other mercs still can use their abilities with reduced effects. You should however be able to find creative ways to deal with those types of augments like off the top of my head, Enigma highlights the user of the spotter’s ability for the same duration as their ability spots you. Most likely not the best idea but I didn’t brainstorm very long.


(Black) #18

[quote=“triteCherry;114024”]Enigma and Untrackable are linked to abilities though. Having an augment shouldn’t cancel an enemies ability while at the same time what they are now doesn’t do much worth picking over the better augments.

Also with Sneaky at 100% it would make Big Ears pretty pointless even if it’s one person.[/quote]

Why not?
If you want a balanced game augments should counter abilities.

Sneaky should be 100%, however Big Ears should counter Sneaky to where you can hear them.


(Drcipres) #19

[quote=“derpypenguinz19;114019”][quote=“BlackFro;114014”][quote=“derpypenguinz19;114012”][quote=“BlackFro;114010”]I’m sorry but I believe alot of the augments in Dirty Bomb are just flat out useless and really unnoticeable.
For example what difference would sneaky make if I have my sound turned all the way up?
[/quote]

Well, if Sneaky guaranteed silent footsteps, sound wouldn’t mean anything. [/quote]
EXACTLY.

They need to make the augments more noticeable and powerful to the point I would need to warn my teammates like hey this phantom has Sneaky, always watch your six.

Another one is Enigma. The time of me being detected doesn’t matter. Either I’m detected or not because if they detect me for even one second they know where im at.[/quote]

Agreed. The only augments that really changed a lot were Flying Pig and Springy. All of the other ones SD buffed were just by 10% or so, which really changes nothing.

Now if Enigma and Sneaky were 80% or something, they might actually be useful… [/quote]

They buff this 2 perks but, some people might not even know how to long jump…


(triteCherry) #20

Not sure what I have more to as I said it would be unfair to some mercs if augments countered their abilities. If you want augments to counter abilities then there should be different augments to counter all the different abilities. I see no reason why we should only have augments to screw with recon mercs if you want to go that route.