[GAME BUG]Augments Not Working


(Eox) #21

Looks like a huge batch of augments are not working. We need some heavy bugfixes, if not a rework of some augments.

You forgot to test Potent Packs : some people reported that the augment does not work on Sparks. Also, I’d love to see if any differences are noticeable with Lock On for Fletcher, but as the augment feels glitched, it probably has no effect too.

Thanks a lot of the video anyway ! Hopefully it’ll come back to the devs so they can fix everything. :slight_smile:


(Ghosthree3) #22

Spares definitely works.


(LifeupOmega) #23

Potent Packs for Sparks needs an honourable mention :frowning:


(Gi.Am) #24

geez thats pretty bad indeed. On the other hand it confirms my saying that augments are no gamechanger considering that half of them don’t work^^.

I do recon tho, that lock on might be working but your video shows very well that the time it takes for the tower to actualy react to rhino is so fast that we are talking about a fraction of a fraction of a second decrease (just like fletchers). Working but pointless.


(scrub_lord) #25

I’ve placed my turret with Lock-On next to a teammate’s that had a default BW card and I could see the difference in the delayed reaction of his turret. 20% difference isn’t going to be that big of a difference to begin with, but the change was definitely noticeable for me.


(Ardez1) #26

The augment is for 30%

Placing them next to each other rather than in the exact same spot(impossible) will skew the results depending on the location where it was tested. For example a turret farther to the right in the video above may lock on sooner because the enemy is revealed to them first(due to the angle)


(Amerika) #27

Double Time I use on Proxy and it most definitely works and Spares I have on Bushwacker and Vassili and that works as well.


(Eox) #28

We really need a word from the staff about this.


(blueberryChandelier) #29

springy doesnt work you cant wall jump 3 times with it on


(Natemajor) #30

I don’t think potent packs works on Sparks. I used two different loadouts to make sure and it seemed like the small health packs were always healing for the same amount.


(patientMicrowave) #31

Here is the link to kAndyREW’s video


(Ghosthree3) #32

Bugged apparently.


(fetchingSeahorse) #33

Found the test.
http://forums.dirtybomb.nexon.net/discussion/12174/lock-on-has-no-effect-on-fletchers-sticky-bombs


(NeoRussia) #34

Double Time still cancels reload when you start sprinting.
Pineapple Juggler pretty much doesn’t work. No idea why they would make an augment that only works against one merc and even then it does not because all Fraggers cook their nades meaning you are just going to kill yourself if you try to make use of it.
Enigma seems to not work because I play Vassili a lot and never noticed the triangles showing up less on some players.
Looter is counter-productive because enemies can pick up health and ammo packs so if you’re shooting someone long range with this augment its helping them, not you.
I’ve never had Guardian Angel do what its supposed to. Either I see an airstrike with my own eyes or I don’t.
Extra Supplies doesn’t work on Arty, pretty sure.
Lock-on on Fletcher does nothing. Why do 2 of his loadouts have this?
Bomb-squad does not do anything on most settings.
There might also be more that I do not know about, most of the augments are very minuscule changes. I hope they do a complete rework of augments there are too many broken ones.


(Daergar) #35

Mechanic reported broken (no 20% speed increase on objectives).

Flinching reduction not working.

No doubt forgetting others.

I am guessing we have more broken than not at this point. At least it makes the game even less reliant on augments and loadout cards. :wink:


(Borganism) #36

Ive managed to use pinapple juggler once. I was so excited it worked I threw the grenade into a wall tho instead of back at the player. You can use it on Naders grenades too I would assume.


(Potato_Ladder) #37

[quote=“approvingGoose;35461”]
Pineapple Juggler pretty much doesn’t work. No idea why they would make an augment that only works against one merc and even then it does not because all Fraggers cook their nades meaning you are just going to kill yourself if you try to make use of it.[/quote]
I think this augment will work against Skyhammer as well when it’s fixed since his marker can be used indoor as grenade, maybe we’ll be able to pick up his marker to change his airstrike position who knows?


(Ghosthree3) #38

It’s meant to, because you have the option “Sprint cancels reload” on. Change it and it won’t do it. You can reload while sprinting, you just have to start after you start sprinting - which is not the case without the perk. I prefer it on though, the cancel is good.


(Eox) #39

I really hope this will be fixed with the next update.


(Ardez1) #40

Thank you for reporting this bug.