Hey there,
I was having a conversation with @Sniff last night regarding certain augments and how they behave and we came to this conclusion: certain augments don’t actually work, whether it’s not working with certain mercs or not working at all.
Right now, fletcher’s cards for example have a certain perk “lock on” which doesn’t really do anything as Sniff pointed out.
I mean in theory it’s meant to either decrease the time it takes for them to detonate (in other words the time it takes for you to bring up your detonator and blow them), or to make them faster to auto-blow, but then the “detection” mechanism is no longer there.
Another thing with these augments are, some don’t work the way they’re meant to.
For example, with flying pig (take no damage when landing), I’ve still taken damage just from landing.
Or with fail safe on nader, I’ve taken the same damage I take from my own nades as I did without the augment.
So I brought this up, over here, because I’m not sure if this is considered a bug or if it’s just things that haven’t been fully polished out.
also regarding that lock on augment on fletcher, I think it’d be nice if you swap it out for “spares”.
would be an interesting mechanic on him.
. But they should imo give you at most a 1-5% percent advantage compaired to someone running the base loadout.