Combining Augments for 3rd or 4th edition loadouts [ THEORY ]


(Xenithos) #1

I think a problem that was unrealized about a lot of the more “useless” augments that filled niches on certain cards in the first gen area is that they were too specific in their increases. Solution? Consider combining them instead of simply upgrading them.

Example: Cool gave just that 40% longer time to heat, but no one really liked to stay on turrets that long because they would die right? Or it just became too inaccurate? Well, the easiest solution would be to have combined it with Try Hard. Call it “Persistent Avenger/Gunner” or something. You have the extra hp, nerf it to only 20 extra hp (if you want) and maybe 35% time to heat. If they had combined these into ONE augment, it would have been much more acceptable and appreciated by people I imagine.

Another possibility, Pineapple Juggler - Combine Pineapple Juggler and Unshakeable into ONE augment. People never complained about unshakeable very much, and the damage resistance it gives is kinda low, so who cares if someone decides they want to risk getting blown up on by knifing grenades?

I vote we move those older more useless augments BACK into the game by combining them and getting rid of slightly inferior augments. Why can’t we have drilled and reloading while running in one? Why can’t we have extra ammo IN our extra supplies augment? Why can’t we have less flinch and faster aiming in one? Why can’t we have Pre-buff enigma built into undercover? Etc. All of these could be somewhat nerfed in case they would make something too powerful, but it would also allow more variation in a tighter amount of augments also allowing SD to add even more augments.

These new augments that could be added have a huge range of potential! Why not a faster deployment time for deployables? Why not a faster thrown augment (grenades, etc, that you throw fly farther and faster?) Why not more personalized augments for each class? Allow cookable nades for Thunder for some players, or reduced cooking time on fraggers (Call the augment: Unstable Pineapples or something else) I see no reason for all of these somewhat underwhelming class specific augments to be there… why not have cool and nitros at the SAME time…? Just slightly weaker on both fronts? Just call it “efficient oils” or something! You could quite literally add SO much potential to different classes. Allow those fletcher noobs who want to use the sticky bombs as traps to have a bigger blast range or even more stickies, but they have to throw all 3 stickies first and THEN the detonator is activated. It’s things like this that I see as potential, not just for abilities, but also for the characters to be a little more niche capable and unique. Rather than just having that one augment difference in Sparks… Yuck. Crap, just try the idea in the PTS before even thinking about implementing it here :slight_smile: Also, how come only medics can have potent packs? Why can’t players flat out receive more hp?

What are your guys’ thoughts?
I also get that some combos would be far too impressive, and shouldn’t be allowed. Even if I personally would want flying pig and springy together, or chopper and quickslash together, it wouldn’t happen and it would tick a lot of people off in certain scenarios as well. (I imagine, who knows, maybe those ARE good ideas)


(Xenithos) #2

If anyone knows that this has already been explored or talked about by Devs before, lemme know please! :slight_smile:


(Your worst knifemare.) #3

New augments wouldn’t be a bad thing but i feel that combining lesser known augments would make gen 1 cards obsolete


(GatoCommodore) #4

@Lord_Coctus said:
New augments wouldn’t be a bad thing but i feel that combining lesser known augments would make gen 1 cards obsolete

gen 1 cards was obsolete the moment gen 2 came out


(BlackboltLW) #5

FYI, a combination of Drilled + Double Time already exists, but only for Nader and Skyhammer


(Xenithos) #6

@BlackboltLW said:
FYI, a combination of Drilled + Double Time already exists, but only for Nader and Skyhammer

I know… And on Phantom…
The point was it combined on ONE augment. :confused:


(Your worst knifemare.) #7

@GatoCommodore said:

@Lord_Coctus said:
New augments wouldn’t be a bad thing but i feel that combining lesser known augments would make gen 1 cards more obsolete

gen 1 cards was obsolete the moment gen 2 came out

Fixed it a little.


(watsyurdeal) #8

Honestly I am fine with fixed loadouts so long as they do not suck

For example, if you’re going to have Drilled and Quick Reload on Fragger, you better have another gun perk that also helps with that style of play like Quick Draw. Same thing with Phantom, if you’re gonna have a Katana card with Chopper you might as well throw in Quick Slash and Undercover.

I have no issue with loadout card just wish they all offered a style of play that stands out, there should not be a single card that a merc has that isn’t viable in some manner.


(Dysfnal) #9

I’ve been thinking about new augments and a few I’d like to see would be some that allow mercs to throw grenades and such faster (as in faster moving) allowing them to throw further and have an easier time hitting moving targets.

Another idea I had would be an augment that makes deployables set up faster.

And finally, Stoker does not have any augments that enhance his molotov, so of course I’d like that as an option.


(Dysfnal) #10

An augment that provides a small cooldown decrease for assault abilities would be cool too