Get Up augment....isn't it kind of pointless???


(watsyurdeal) #1

I mean, let’s think about it for a second, it gives more health on revive right?

But, if you charge up the paddles, you’ll still give more health, a full heal on revive…so what’s the point?

Wouldn’t it make more sense to have it just reduce the charge time of the paddles?

Wouldn’t it also make more sense to make the augment allow players to pick up allies a little faster and give more health if they’re say, like me when I play Phantom and pick up allies who just got dropped? Or a Skyhammer who does that since I am often at the frontline?

Just a thought, I feel like it’d still be balanced since the amount of health given on revive, and the time to do it, simply does not beat the paddles.


(JesseKomm) #2

Interesting idea, I think having it pick up allies faster would call for some serious rebalancing of the loadout cards because it’ll have to be implemented on mercs that do not already have a quick revive method. Though remember not everyone has time to charge the paddles, and I believe it makes Sparks REVIVR get you up at full HP which is very useful. It’s not useless in the slightest since so many people use it and prefer it.


(watsyurdeal) #3

True but it also makes the REVIVR op as hell when you consider being able to revive Rhinos, Fraggers, Thunders, etc from across the map on Chapel.

But I also believe faster charge on the paddles or Revivr could simply replace the current Get Up augment, and they just add the new version to the next generation of cards.

For example

Clear! - Reduces the Charge time of Revive tools by 20%

Get Up - Reduces the time to revive allies by 25%, and gives more health upon revive

Clear! is a medic only perk, and Get Up is for the other mercs. See where I’m going with this?

Imagine a Phantom that plays as a sneaky Medic, or a Skyhammer who gives up weapon perks, explosive perks, and ammo perks for mechanic and get up. Just some ideas to maybe make certain mercs more viable in comp because they have loadout cards that others don’t with the right set of augments.


(Disquieted1) #4

I think Get Up makes the current medics more combat friendly since it reduces the amount of time needed to charge the paddles (for the same result) and allows more time for that pew-pew thingy.


(JesseKomm) #5

I would like this actually, I will often pick up my allies when no medic is nearby(Or pick up the medic) and it can be painfully slow and not worth it when they die instantly.


(Feley) #6

I also tought about that idea… It is great imo, but 80% of medics in pubs just click for a tiny little bit fraction of time that revive button and they don’t even charge their defibs/REVIVRs (Man how angry I become when someone does that, it makes me click “K” to have full hp back when i spawn again)… So I would rather that those medics who dont charge defibs have that augment so I could at least have a chance of staying alive at the middle of the battle… Don’t get me wrong, I like your idea very much, but on most of the medics (in pubs, since I don’t play much of competetive) faster charge wouldn’t serve any purpose :disappointed:

Edit: Oh, also your version of get up for other classes is great idea :smile:


(Amerika) #7

Get-up is the most powerful augment in the game right now IMO and the most powerful by a country mile. Being able to quick shock somebody before they are gibbed in competitive play and have them revived with a solid amount of HP makes it almost a requirement. Which makes loadout options for medics a whole lot less interesting from my point of view. I am not a huge fan of nerfing things and would instead buff things that are underwhelming…but I would nerf GetUp if it was up to me just to make choices more interesting. However, I’d probably accompany the nerf with base no-charge time revives with a bit more HP all around.

I also personally would not want an augment in the game that would encourage players to help up people when they are not medics. Pretty often a person helping you up only ends in them dying and then the person they helped dying.


(watsyurdeal) #8

[quote=“Amerika;78496”]Get-up is the most powerful augment in the game right now IMO and the most powerful by a country mile. Being able to quick shock somebody before they are gibbed in competitive play and have them revived with a solid amount of HP makes it almost a requirement. Which makes loadout options for medics a whole lot less interesting from my point of view. I am not a huge fan of nerfing things and would instead buff things that are underwhelming…but I would nerf GetUp if it was up to me just to make choices more interesting. However, I’d probably accompany the nerf with base no-charge time revives with a bit more HP all around.

I also personally would not want an augment in the game that would encourage players to help up people when they are not medics. Pretty often a person helping you up only ends in them dying and then the person they helped dying.[/quote]

Well the first augment I suggested might solve that problem, faster charge on the paddles or REVIVR means less time reviving and more time fighting, which is a good thing if that’s how you like to play Medic. Without it, you might be a slightly less effective combat medic, but maybe a better healer depending on the augments you have.

And the second augment, yea, maybe it’s not smart to encourage people to help up when they aren’t Medics…but with that logic it’s not smart to encourage people to plant bombs or defuse when they aren’t Engineers.

Truth is it’s going to happen in those clutch moments, and having one augment of three that can fill in the gap so to speak when a Medic is not available or if there’s not enough of them, can still make things interesting.

Not only that but it could be interesting even in competitive, there may not be a need to run two medics all the time if one person can simply revive you and do something else as well.

I don’t think it’s going to hurt the meta in any specific way, at least not as much as it’ll add more to it and give a different variety in possible, viable load outs.


(Amerika) #9

You already reduce paddle time with Get Up. You quick shock and they instantly revive with a good amount of HP or barely start a charge and anybody but Fragger or Rhino is near full HP (and Fragger I believe is full charge with a full paddle with the Get Up augment). It’s seriously the most powerful augment in the game.

I just don’t like the idea of encouraging people to revive when they aren’t a medic. It so rarely ends well outside of a few situations where it makes sense. And in those situations the extra 20% reduction in time (if it was on par with the Mechanic augment) wouldn’t matter a whole lot. I’m not 100% against it but I don’t think it would make the game anymore interesting and would potentially make it more frustrating in pubs.


(XavienX) #10

Dunno, maybe that Get Up perk is good during when you’re in the midst of battle and you don’t have time to walk by and charge up your defibs. But I do like the idea of applying to other mercs but I’m guessing it’ll be pretty useless to most people.


(Ghosthree3) #11

What? Are you serious. This has got to be one of the top 3 augments in the game. It turns a 100hp revive into a 150 one and turns half charge revives into full revives for lighter mercs. That is absolutely HUGE.


(frolicsomeCrane) #12

Oh, so I’m not the only one that never bothers to revive teammates when not playing a medic, aight. Good to know.


(K1X455) #13

This is that augment that distinguishes Aura, Sawbonez and Sparks. It’s a must for these mercs to have one as an augment because you can revive in full health with only half as long to hold the defilb or REVIVR.


(Dawnlazy) #14

Get Up and Quick Charge are what makes Sparks so damn good with the 383 loadout.


(SteelMailbox) #15

Get up is actually really good for reviving a couple of teammates under fire and keep them alive, you only need to charge about half a second and they get up with full health. I don’t see any problem with this augment in the moment as it is one of the most useful augment in the game and definitely a most have when playing a medic.


(Yes) #16

I absolutely hate any medic that doesn’t have this augment. Either they revive you on ~30 HP when you are surrounded by enemies or they take so long charging up their defibs that you either get gibbed right next to them or can respawn by the time they finish.


(Dirmagnos) #17

Dont fix whats not broken. This perk works great and one of the most useful in the game(in top 3 for sure).


(Jostabeere) #18

More health on faster revives. Not everyone always charges…


(Snark) #19

Get Up is amazing. I wouldn’t be sad to see it, and other medic augments nerfed or most other augments buffed to be on a level with them.