Loadout cards is a good system, but what i don’t understand is the rarety system. Competitive play wont work if the game is unbalanced, and it seems to be so, when some things are rarer then the other.
Loadout cards, and competitive play
Your concerns I have raised already to the SD team. They have assured me that augments will not impact the competitive scene much. Not sure which route they are taking yet but I hold my breath!
They might handle it like some other games have done so, in competitive play you can only use the defaults. A simple option per server ect. Kind of similar to how ETPro competitive settings were - no leveling your skills; always at zero.
what if they just balanced everything. then you would have customization in competitive play, and the game would be better in general!
There’s no way it will be defaults only in anything endorsed by Nexon/Splash Damage. sure the community could make its own ruleset but then you get the TF2 problem where the pub game is so different from the competitive game that they might as well be 2 different games.