Fragger Augments dont fit his character.


(SgtCyndaquil) #1

I currently Have 2 cobalt Fragger Loadouts, and the augments on both cards are for the most part horrible, and don’t fit his character at all.

The 2 Loadouts I have are the M91 Superb Rifleman, which has the BR, S&W and the beckhill knife. The Augments are explodydendron, chopper, and Springy.

The First augment makes sense, His name is fragger, he throws frag grenades, so it makes sense giving him a explosive buff, Chopper is less than ideal, but considering his assault rifles/lmg’s are best at medium to long range, a melee related perk is mediocre unless you get caught off guard and even then you would probably rather switch to your secondary and not your melee weapon. Finally the card has springy. Why does Fragger have springy? he’s the second slowest merc in the game, fragger can barely jump let alone triple wall jump, and Even if he was as fast as say bushwacker or phantom, there are still little to no places on any map where bouncing off a wall twice to traverse the map isn’t enough. In my time playing I’ve yet to find an actual spot where bouncing off a wall a third time is useful, unless you’re one of the extremely mobile mercs like proxy, aura or sparks.

Finally I have the K63 Standard Gunner, this card has the K-121, the .357 and the Cricket bat as well as the augments Focus, Chopper and Springy. Focus is decent with the LMG if you’re just trying to provide some long range suppressive fire, But again, it has Chopper and Springy, I don’t know if there’s a big difference with the cricket bat that makes chopper a decent augment, and again, springy, WHY DOES FRAGGER HAVE THIS AUGMENT, in this case its even WORSE because of the nerf to run speed with the cricket bat. There are literally half a dozen better augments that he could have in this slot but doesn’t, Drilled, Explodydendron, double time, quick eye, spares, tough, quick draw, hell even enigma or sneaky would be better then springy.

Naturally I sound extremely salty because I have 2 cobalt loadouts for the same merc with terrible augments that are almost identical, So hopefully Miss Murder or someone else at splash damage sees this and removes springy from fragger’s augment list similar to how People have been saying that Lock on Does literally nothing for Fletcher. Or at the very least this will bring up some discussions on the Reforging cards idea that a lot of the community has been bouncing around.


(ghostBase) #2

@MissMurder doesn’t work for Splash Damage, she’s the community manager responsible for dirty bomb, but employed by nexon.

I believe that Springy should be replaced with Pineapple Juggler, Tryhard, and/or Untrackable.
Juggler would enhance fragger’s innate expertise with frag grenades, tryhard may be a tad op but would help his combatant role, and untrackable would make him an even better roomcleaner.


(moonlitAbility) #3

so, the springy loadout is clearly a melee based loadout, you know, with chopper in there. if you are serious about using fragger to chop up some snipers or other bitches, having that springy is actually useful for closing ground on your target.

So, I disagree, I actually like that m91 loadout when i feel like going all stabby stabby, and I would be sad if they changed it in any way.

clearly, if you roll a cobalt, you’re taking your chances.


(Monty) #4

There is the M62 Power Riffleman loadout. (Buy it as Bronze card while you wait for the Cobalt version)

  • 10% Bigger explosions.
  • 20% Less damage from explosions.
  • 50% longer for the MG to overheat.

And yeah, it is true that some loadouts are just not as appealing as the others. This holds true for all mercs, regardless of whether a loudout is inferior due to the augments or the weapons.

But in defence of Chopper on Fragger. If you cook your granades within a confined space, it can make more sense to switch to your melee weapon instead of primary or secondary just to save your ammo. You got more hit points, and using a melee weapon kind of balances out the movement speed difference. Not to mention the benefit of quickly finishing the opponents.

And on saving ammo; one of the reasons I dislike Fragger is how easy it is to run out of it.


(RyePanda) #5

Sorry, but springy is way better than sneaky. And not all loadouts will be perfect for their character.


(SgtCyndaquil) #6

Again chopper isn’t the biggest deal for fragger. After some more consideration I do agree with moonlit to an extent as to the usefulness of chopper. The main problem is springy, having a triple jump ability on the second slowest merc in the game for a completely arbitrary reason like “not all loadouts can be good” is not a good thing. As I mentioned before, there are a ton of other augments that would be better suited to fragger both in terms of gameplay and flavor reasons. Having 1-2 loadouts that are strictly better than all the others for every merc reduces the amount of diversity in gameplay and increases how quickly people may get sick of playing it.

Besides, if you see a picture of a huge guy carrying a machine gun into a fight you want to see him do what it looks like he’s gonna do. Nobody would want to play rhino if they found out that after looking at the picture of him holding a minigun, he actually has the augments sneaky, springy and enigma. This is no different. Obviously beta is beta and things will change with time. I just want to voice a bit of balance concerns for a merc that ISN’T phantom for once.


(RyePanda) #7

[quote=“SgtCyndaquil;58503”]Again chopper isn’t the biggest deal for fragger. After some more consideration I do agree with moonlit to an extent as to the usefulness of chopper. The main problem is springy, having a triple jump ability on the second slowest merc in the game for a completely arbitrary reason like “not all loadouts can be good” is not a good thing. As I mentioned before, there are a ton of other augments that would be better suited to fragger both in terms of gameplay and flavor reasons. Having 1-2 loadouts that are strictly better than all the others for every merc reduces the amount of diversity in gameplay and increases how quickly people may get sick of playing it.

Besides, if you see a picture of a huge guy carrying a machine gun into a fight you want to see him do what it looks like he’s gonna do. Nobody would want to play rhino if they found out that after looking at the picture of him holding a minigun, he actually has the augments sneaky, springy and enigma. This is no different. Obviously beta is beta and things will change with time. I just want to voice a bit of balance concerns for a merc that ISN’T phantom for once.[/quote]

Sorry, but not all loadouts will be perfectly suited or have the best perks. Sneaky is worthless but there are still cards with it. And how is this a balance concern? Having or not having springy isn’t a balance issue, it seems like a preference issue.


(GregHouseMD) #8

Springy does not let you triple wall jump, it lets you keep momentum for a third jump on the ground. In other words, if you need to cross an open street and throw off a sniper’s aim by jumping, or something, you can do it three times without slowing down instead of two times. Which actually is useful, because his low speed makes him a tempting target if he doesn’t do anything else to make his movement less predictable.


(moonlitAbility) #9

and dont forget perfect for the people playing the character. different playstyles prioritize different things. as someone that likes to hunt down snipers and surprise people with close quarter combat, i actually like things like springy and flying pig (now that it works) on some loadouts, and chopper. people that never iron sight prolly hate things like focussed, it doesnt mean its useless.

to other peoples points tho, broken or completely useless perks (like sneaky i guess, or things like turret reaction time buff on fletcher) need to be fixed/swapped out ASAP.


(Amerika) #10

Just use the bronze loadout that has the augments you want. I know people want to use cobalts but they are a gamble that is built into the game and meant to be rare. So you won’t get your personal perfect setup with every card.


(humaneCushion) #11

A. If a loadout isn’t ‘perfectly suited’, or at the very least ‘makes sense’, it shouldn’t exist. A loadout like that existing is either a design flaw, or malicious padding of the drop table. Hanlon’s Razor demands we assume the former at this point.

B. Sneaky being useless IS a balance issue. The perk simply isn’t competitive when compared against possible alternatives, which means either it’s magnitude is not high enough, or it’s conceptually flawed and should be removed.

C. Preference issues probably shouldn’t exist in the first place. Having perks tied to weapons, and vice-versa is perhaps the greatest flaw of the existing loadout system.


(moonlitAbility) #12

[quote=“humaneCushion;59036”]

A. If a loadoutk[left][/left] isn’t ‘perfectly suited’, or at the very least ‘makes sense’, it shouldn’t exist. A loadout like that existing is either a design flaw, or malicious padding of the drop table. Hanlon’s Razor demands we assume the former at this point.

C. Preference issues probably shouldn’t exist in the first place. Having perks tied to weapons, and vice-versa is perhaps the greatest flaw of the existing loadout system.[/quote]

so, i agree on the useless things like sneaky point. every perk should work and be useful in some way. as for the other two points:

At first glance, I was offput by the loadouts being predetermined, and when i looked i definately saw 1-2 loadouts per merc that I ‘preferred’.

But after playing a bunch I like the fact that they have attempted to build different playstyles for the mercs, combinations I would never choose myself per say, some that end up being really fun when you think about them and give them a chance. for instance my favorite fletcher loadout is randomly a melee oriented (chopper/flying pig) with blishlok/magnum/bat. which on paper i think gets destroyed by his emp 9 loadouts, but for some reason it just works for me and my surprise motherfucker playstyle. and I never would have tried it if i didn’t get it in a rare form.

I believe the REAL issue is when people invest lots of time in resources to craft a rare card, and then they get a loadout they do not personally enjoy. That isnt to say that those loadouts don’t have their place or that other people do not enjoy them. especially if they all work as they are supposed to