Flying Pig vs Springy


(chicHouse) #1

Can someone explain to me the difference between this 2 augments?

flyin pig - Increases Long Jump distance by 10% -
springy - Reduces jumping and Long Jump penalties by 35%

what is better if I want to jump higher and longer distances?
% - numbers are based on what exactly?

thank you!


(Feley) #2

[quote=“chicHouse;21352”]Can someone explain to me the difference between this 2 augments?

flyin pig - Increases Long Jump distance by 10% -
springy - Reduces jumping and Long Jump penalties by 35%

what is better if I want to jump higher and longer distances?
% - numbers are based on what exactly?

thank you![/quote]

When you long jump, you jump let’s say about 10 meters (for sake of numbers) and when you have flying pig, you would jump 10% further, and that would be 11 meters…

Now, when you long jump, you get penalty of not being able to sprint for a let’s say, 1 second (also example, don’t know exact number)… With Springy, you would be able to sprint in 0,65 seconds after doing long jump.

Hope this helps :tongue:


(chicHouse) #3

springy was previously as 3-jump momentum, now it reduces penalties… so it was changed? any reason why they changed description?


(Connor4898) #4

It was changed because the devs want to make all loadout cards desirable in some way, so they buffed some of the less desirable augments

http://dirtybomb.nexon.net/news/5136/the-thunder-update under Balance Changes


(Black) #5

Flying pig is clearly under powered. 10% is so small it’s nearly unnoticeable.
Springy has a better advantage.


(GiantGiant) #6

@BlackFro Flying pig also removes falling damage what its great in some point


(Black) #7

You are correct, it does however fall damage is rarely ever a problem in Dirty Bomb. It also only takes a small chunk of health.


(Jostabeere) #8

You are correct, it does however fall damage is rarely ever a problem in Dirty Bomb. It also only takes a small chunk of health.

[/quote]

Jump down from Attackers spawn on Underground.


(Dog) #9

Both augments have moments where they’re better than the other.

Flying pig is better when you can take advantage of the distance of a longer long jump by wall jumping off multiple walls, or jumping a large height to make the long jump last longer. If you can wall jump twice in the direction you want after long jumping, this augment provides a significant boost to distance traveled. It is superior in quick bursts of travel regardless of whether there is a wall or not. It’s also generally better the faster the merc is, since the percentage increase is larger the faster the merc is at base speed.

Meanwhile, Springy is great for open areas with little to no walls to jump off of, since the delay until you can long jump again after long jumping is shortened. This is generally a stronger augment for getting to the frontlines faster, but it’s not as combat-effective as Flying Pig. A burst of speed is often more useful in escaping around a corner than a consistent increase of frequency in long jumping. It is generally better on slower mercs, who can benefit from the increase in travel time the most.

In a nutshell, the longer the distance you have to travel in a longer period of time, Springy is better. The longer the distance you have to travel in a shorter period of time, Flying Pig is better. Flying Pig is better in combat situations and narrow areas, Springy is better in open areas.


(Black) #10

You are correct, it does however fall damage is rarely ever a problem in Dirty Bomb. It also only takes a small chunk of health.

[/quote]

Jump down from Attackers spawn on Underground.[/quote]

I do and I use walls to negate the fall damage. It’s not hard really. Fall damage is very unnoticeable in dirty bomb. I rarely take it.


(Tanker_Ray) #11

Flying Pig.

It just removes all those hesitating situations when you are very low on HP, and you have to land on first floor for emergency evac from high places.

If this option was ‘reduces fall damage’, then I wouldn’t recommend it to you, but this option just ‘removes’ the whole fall damage.

Fall damage is the biggest obstacle to your natural HP regen, so it is very very important for your survival.

Retreating back to healing station, jumping for your life from Trainyard third phase Bridge, Underground, etc.

It just inwardly helps you out a lot.

I am so satisfied with this option, included in Stoker’s M61 Modern Rifleman.

one of the most under-rated options.


(ThiagoJaqueta) #12

Jump down from Attackers spawn on Underground.

You won’t take fall damage anyway because you’ll have the “Respawn Shield” on.
Unless you take too much time to do it.

I recommend Jumping off the Bridge on Bridge if you wanna get hurt xD


(Black) #13

[quote=“ThiagoJaqueta;123172”]

Jump down from Attackers spawn on Underground.

You won’t take fall damage anyway because you’ll have the “Respawn Shield” on.
Unless you take too much time to do it.

I recommend Jumping off the Bridge on Bridge if you wanna get hurt xD[/quote]

Jumping off the bridge on Bridge is the only time I legitimately take fall damage.


(BananaSlug) #14

i love flying pig on faster merc for taking away fall damage


(chicHouse) #15

so springy is still augment with 3-jump momentum? or … this is part where im confused.


(XP_Expert) #16

i prefer flying pig.
of course not always.
when using shotgun indoor, we need springy to dodge attacked by enemy.
then we have to wall jump to fast moving.
but usually, we need just enough to dodge.