So, as you may know, there is the possibility of us seeing a second generation of loadout cards some time in the foreseeable future. This is just a place for me to collect ideas for possible merc/augment combos for possible new loadouts, or even new augments altogether.
This is a link to a list of all augments and the mercs that use them;
(I cannot guarentee that there is no missing or incorrect information on this wiki page.)
So what augments do you wish were in the game that aren’t? What mercs do you want to see with certian augments, or the other way around? Discuss away! I will be compiling any of the popular ideas discussed in this topic (and any that I happen to like) below in the main post, in addition to my own ideas and contributions. I will credit ideas I add to the main post as best I can.
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/0/03/Armour_Piercing.png?version=9ad77c1ab2f527057e44a4a4202c7238
Armor Piercing is (afaik) an augment that was introduced or planned at some point or another, but is not actually on any existing loadout cards. It’s effect: +15% bullet damage against the EV. Not very good, but it could be a counterpart to the Mechanic augment (+20% repair speed) if it granted +20% damage against all objectives with all attacks.
If the augment were to affect abilities, this would be a great augment to have on mercs like Skyhammer, Arty, Nader, and Fragger. As for Rhino, there is a lot of potential for an Ice Cold (+40% time before minigun overheating) plus Armor Piercing loadout combo to idealize the objective-smashing power of his minigun.
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/e/e8/Big_Ears.png?version=e7e97d2f52ec45504d6cc7d9d5bd058d
Big Ears (which makes enemy footsteps 50% louder) is probably an unpopular augment because it hasn’t been given to the mercs that would find it most useful: mercs with abilities that are ideal for taking close-quarters defensive positions and make surprise attacks. Mercs like Fletcher, Proxy, Phantom, and Rhino would have a lot to benefit from hearing enemies coming, allowing them to set quick traps, activate stealth, and spin up their minigun to ambush nearby attackers.
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/d/d9/Steady.png?version=93a9cf3c9681ac5452953a359670e5a6
Steady is an augment that increases the health of deployables by 22%, but is only available to Bushwhacker and his Turret. Giving Aura this augment as an upgrade for her Health Station (in place of Potent Packs or Healing Reach) is a possibility that seems to have been overlooked. Stoker and Kira could also be given this ability to occupy a misc. utility niche for their Ammo Stations.
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/1/15/Double_Time.png?version=4d759577871b26d92ac281a0a3a5c173
Double Time. It lets you reload while sprinting. Very simply, why is this augment not available to more mercs?
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/6/6f/Undercover.png?version=e7efb4ef10d01516ddfae3891348f8c9
Undercover (20% increase to ability duration) for Redeye’s IR Goggles.
(Suggested by derpypenguinz19)
http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/d/dc/Explodydendron.png?version=76119358120b08acf05e8bd277c2d6b5
Explodydendron (+10% radius to AoE attacks) for Stoker’s Molotov Grenades (suggested by Ballto) and Fletcher’s Sticky Bombs [url=“http://forums.dirtybomb.nexon.net/discussion/comment/136210/#Comment_136210”](suggested by derpypenguinz19), the only abilities that don’t currently benefit from this augment.
There also needs to be a K121 loadout for Fragger with Explodydendron. None of Fragger’s K121 loadouts have any sort of augments that play to Fragger’s ability. Fragger’s trademark gun should be accompanied by more augments that benefit his trademark Frags.
http://vignette4.wikia.nocookie.net/dirtybomb/images/8/84/Objectives_2_(Badge).png/revision/latest/scale-to-width-down/80?cb=20160408194533&format=webp
(Badge is a placeholder just ignore it)
Hard Wired (New Augment Suggestion)
Allows you to see enemy objective progress (e.g. C4 defuse and objective repair progress) through walls given the objective is within 16.5m/18yds. A useful augment for objective specialists and defensive mercs alike. Available for Engineer, Recon, and Fire Support mercs.
Quick Description: See enemy repair/defuse progress for nearby objectives through walls
(Augment suggestion by me.)
First Aid (New Augment Suggestion)
Reduces the time required to revive teammates by 40%, and increases health given on revive by 20%. This would be a great perk to have if you’re a team player who picks up friends out of combat even if you aren’t a medic. Should definitely be available to Skyhammer, Arty, Kira, and Stoker since they are fire support mercs. Should also be available to Redeye, who can use his Smoke to cover downed teammates, and Bushwhacker, who can set up defensive positions with his turret.
Quick Description: 40% reduced revive time and 20% increased health given
(Augment suggested by me, with input by coolFortress.)
Flatliner (New Augment Suggestion)
This nifty augment saves you ammo and time by making it faster and easier to finish downed enemies by 20%. Could be available to most mercs, but it would be best used on SMG and Assault Rifle classes.
Quick Description: 20% increase in damage dealt to downed enemies
(Augment suggested by Eox, with input by me.)
Resilient (New Augment Suggestion)
This one makes you 20% resistant to damage when you are downed, and should you be revived, increases your health regen by 50% until you take damage again. (Health regeneration would start immediately after being revived.) This augment would be available to medics (who are essential to keep alive) and any merc with more than 100 health.
Quick Description: 20% harder to finish; regen health faster after being revived
(Augment suggested by me.)
Pineapple Express (New Augment Suggestion)
Reduces the cooldown for combat abilities by 10%. 'Nuff said.
Would be available to Fragger, Nader, Fletcher, Proxy, Skyhammer, Arty, Stoker, and Thunder.
Quick Description: 10% cooldown reduction for combat abilities.
(Augment suggested by me.)
Refiller (New Augment Suggestion)
Simply makes increases the rate of recieving ammo from ammo boxes placed around the map by 50% and increases rate of retrieval from deployable Ammo Stations by 25%. If you’re that guy who hates standing around for ammo by a dumb ammo box, this augment would help. Available to any and all non-fire-support mercs.
Quick Description: Retrieve ammo 50% faster from boxes and 25% faster from stations.
(Augment suggested by P1x3L with changes by me.)

