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
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)
