Gen III Augment Ideas


(HadronZodiac) #1

Formula = Name / Merc/Class (if the augment is specific) / Effect

Precision / Hunter / Reduces arrow drop and increases arrow speed by 12.5%

Durable / N/A / Deployable ability lasts for 20% longer than usual

Debilitator / Aimee / Increases debilitation by 5.333%

HeavyBombs / Arty & Skyhammer / 15% increase to speed in which bombs come to designator

Desperate / Medics / 10% increase to health received

Sharp / N/A / Every third non-piercing bullet shot will pierce

Pitcher / Projectile Mercs / 12.5% increase to projectile velocity

Cloudy / Redeye / 15% increase in smoke grenade aoe

Ion-Battery / Redeye / 10% increase to IR goggle battery capacity

Nitro-Cooling / Kira / 15% increase to laser lifetime

Nark / 10% increase to spot effect lifetime

Just augment concepts, tell me what you think, im down to hear your ideas as well


(Press E) #2

Honestly I kinda like knowing the exact amount of time it takes for an ability to be activated and how long it’ll last, etc. Mixing that up would make enemy prediction more difficult, so I wouldn’t like to see too many augments that affect ability times.
It might be worth trying to merge some of those abilities too. Like, “cloudy” really doesn’t need to be any different from Explodydendron. That way it’s easier for new players to know what a card does without having to hover over all the icons.
Also another thing to note, some of your percentages are a bit low. Obviously you don’t want to make the merc completely inferior without it, but 5.333% of 7 seconds is 7.37, which is next to nothing.

That aside, desperate (even for non-medic mercs) and sharp would be interesting


(HadronZodiac) #3

@STARRYSOCK said:
Honestly I kinda like knowing the exact amount of time it takes for an ability to be activated and how long it’ll last, etc. Mixing that up would make enemy prediction more difficult, so I wouldn’t like to see too many augments that affect ability times.
It might be worth trying to merge some of those abilities too. Like, “cloudy” really doesn’t need to be any different from Explodydendron. That way it’s easier for new players to know what a card does without having to hover over all the icons.
Also another thing to note, some of your percentages are a bit low. Obviously you don’t want to make the merc completely inferior without it, but 5.333% of 7 seconds is 7.37, which is next to nothing.

That aside, desperate (even for non-medic mercs) and sharp would be interesting

A - I believe the game tells you how long your deployable with lifetimes have left

B - Yeah ig i could merg it, unless of course i change the percentage (then id need to keep it seperate)

C - I must not have been clear enough, the Debilitator augment affects the damage multiplier, not the time spotted. The +5.333 changes the damage multiplier from 1.25 (+1/4) to 1.333 (+1/3)

D - Thanks a lot, I dont know 100% about adding it to non-medic mercs as I feel healing abilities are already pretty good on them, but ill consider it.


(Press E) #4

@HadronZodiac said:
A - I believe the game tells you how long your deployable with lifetimes have left

I meant for enemies, not yourself.
It would mostly be for things like “heavy bombs”, “nitro cooling” and “durable” though, which coincidentally the game doesn’t show a timer for even if they are your own