@hawkeyeguy99 said:
I think it’s hilarious because some people are freaking out and others haven’t even noticed yet in game. It really speaks to how much SD has nailed the idea of augments: only SLIGHT changes to the loadout that don’t necessarily give one player an advantage over another.
I depended on them man. Augments helped me personalize my mercs to my playstyle. It’s the reason I played Phoenix, or Sparks (181 and 343 gen 1 cards), etc. when you combine the perks and allow new playstyles, I find the game MORE fun. Also, augments are not SLIGHT changes ever, they’re always meant to improve (by definition of the word “augment” and past experience) though SD does want core shooter feel in their game and I understand it.
But some augments are clearly recognizable when they’re gone, such as unshakeable being gone from Auras, those nades hurt so much.




I imagine those who play a lot of Sparks aren’t very happy about this.
Imagine 300% speed 75% gravity halo with rocket launchers and magnums (instant kill mode turned on as well) and infinite grenades, except true stealth and waypoints (head marker) enabled with 8v8 matches. One of the best things I’ve ever played!