Merc Augments for 2nd Gen Loadouts


(SzGamer227) #1

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.)


(KorpKyuuSama) #2

I love double time :smiley:

The rest i don’t use and for First Aid and Armor Piercing… i don’t see any advantage on them.

Maybe trade the Try Again for First Aid. Even so…


(Ballto) #3

explodydendron on stoker pls


(SzGamer227) #4

It is often an effective strategy to destroy secondary objectives with explosive weapons and abilities rather than planting and defending C4 since it can be done from a distance, but it takes a bit of time, and this augment would shave some of that off. Besides, anything that makes stopping an EV easier would definitely be useful. (Arty, for example, would be able to take out the EV with two salvos instead of three.)

First Aid would just useful to anyone who takes the time to help up teammates, and would make helping teammates up more of an option to those who don’t.

[quote=“Ballto;136183”]explodydendron on stoker pls

[/quote]

Adding to the main post! :smiley:


(Jostabeere) #5

Rhino with Armor piercing lol.


(SzGamer227) #6

I have a Rhino with the Ice Cold augment, but I have noticed that it is of next to no use except when firing point blank into an objective that I want gone. It’s actually a relatively fast way of dealing with them… faster than C4 anyways. :stuck_out_tongue:


(kAndyREW) #7

regarding pineapple juggler, the melee rebound thing sounds all good and fun in theory, but in practice it’s pretty god awful. I’ve seen videos where people have to count down from 3 and time it perfectly and even then it sometimes doesn’t work.

Please, no more pineapple juggler.

I like the first aid idea, though, i was actually hoping they’d add something like that to merc load outs in the future.


(Mr-Penguin) #8

Bigger Blasts for Fletcher.
Undercover for Redeye (for IRG?)


(Gung-ho) #9

Armor piercing should deal extra damage to deployables as well (ie. turrets, ammo and health stations).

Also I believe the EV and generators have a damage resistance to bullets or conversely damage vulnerability to explosives (perhaps both?) which is why shooting these objectives seems so meaningless unless there’s a sliver to go. Hence armor piercing should really be about removing the damage resistance rather than providing bonus damage to bullets otherwise the gain would be so ineffectual (or the gain would need to be larger to make a significant difference).

I would replace Pineapple Juggler with Body Armour - reduces damage from melee attacks by 33%. Big Ears should simply be made baseline and the augment replaced with something new. I actually wonder if the rarity/ineffectual condition is related to sound engine issues for example there is non-existent Z-axis/vertical audio imaging/physics. The forward defender spawn of Underground is a great example of a poorly functioning audio engine as you hear everything that occurred in that first objective area as if it was directly level with you (you shouldn’t hear anything at all as the sound should be entirely blocked by the ceiling.


(Frogteam) #10

If armor piercing applied to all attacks I would be so on board that train, Arty Salvo’s all day every day.

This is a real Signature.


(streetwiseSailboat) #11

Undercover for Red Eye. Not the smoke, but the IR goggles so he can spot more with less cool down.

I’d also like to see Lock-on for Proxy because why the hell not.


(Jostabeere) #12

[quote=“streetwiseSailboat;136233”]

I’d also like to see Lock-on for Proxy because why the hell not.[/quote]
No. Those things already kill you if you don’t longjump out.


(XavienX) #13

The problem with double time still is that if you have the option to cancel reloading when sprinting, it makes the augment useless.


(Feley) #14

[quote=“streetwiseSailboat;136233”]
I’d also like to see Lock-on for Proxy because why the hell not.[/quote]

If there was Lock-on for Proxy, every merc should have Untrackable in their loadout by default.


(BananaSlug) #15

k121 cards are bad, they should have more: drilled, unshakable, explodydendron and maybe even spares

and cards should be like this ( i will take k 121 fragger for example)

  1. card should give you percs that make you stronger ( though, unshakable)
  2. card should give you percs that make your ability stronger or faster and maybe support percs for fire supports
  3. should give you percs that make a you a better gunner

soo those cards could look like that:
1.drilled, spares, focus/ double time( double time could be there op)
2.explodydendron, blast radius, cool
3. tough, unshakable, flying pig

and then you would have 3 options not one


(bontsa) #16

[quote=“KokoroBreaker;136181”]

Maybe trade the Try Again for First Aid. Even so…[/quote]

I think you mean Try Hard but nevertheless I love the idea!

TryHard seems to be “newb-friendly” augment to begin with targeted to more inexperienced players. If this “First-aid” is done right it wouldn’t actually be any bad choice for more experienced players then too since getting your only medic up can change the tides of the match.

Maybe add in tad bit extra hp for helped-up teammate too and we have a solid augment right there. Heck, Redeye loadouts having TryHard would be helluva nice => pop smoke on your downed medic => help up inside your visual cover => profit.

I would definitely love seeing Armour Piercing in game, and as said having some extra damage on objectives all aboard not just EV. However airstrike classes obtaining it…Maybe not, for instance we ain’t seeing Mechanic added on Engineers right? Why should we add on the EV destructive power on classes that’s job description is already getting it bombed into stone-age?


(SzGamer227) #17

[quote=“derpypenguinz19;136210”]Bigger Blasts for Fletcher.
Undercover for Redeye (for IRG?)[/quote]

Well, I think it would be Explodydendron for Fletcher, but yeah.

I’ve added that and Undercover for Redeye to the main post. Thanks!

Added to the main post! Thanks!

I would definitely love seeing Armour Piercing in game, and as said having some extra damage on objectives all aboard not just EV. However airstrike classes obtaining it…Maybe not, for instance we ain’t seeing Mechanic added on Engineers right? Why should we add on the EV destructive power on classes that’s job description is already getting it bombed into stone-age?

Well, you DO see medics with “Get Up”, so your argument is actually a fairly situational one. :stuck_out_tongue:

Skyhammer strikes can already one-shot the EV, so the augment would only have an effect if you happen to “miss” and deal partial damage. As for Arty, the augment would close the gap of extra health that the EV has after dropping two salvos, which is fairly substantial, so I can see what you’re saying in that regard.


(doxjq) #18

[quote=“Ballto;136183”]explodydendron on stoker pls

[/quote]

mfw

This is why aliens don’t visit us.

Also in regards to pineapple juggler @kAndyREW you’re right, it’s damn near impossible to use. I think it really needs to be an automatic function, or it’s range needs to be increased with a button and message pop up on the screen telling you to throw back (like COD). The way it is, it’s literally only handy if the nade is thrown directly at you and you’re looking at it. You can’t melee them away from the ground and/or if they are too low from your upper body. It’s just pointless.


(Drac0rion) #19

I think Explodydendron and Undercover are bad ideas for augments in the first place, they’re not situational, but rather needed in your loadout.
For example medics can pick if they want, lets say, Potent Packs vs Extra Supplies, you can actually pick the card with the augment you’d like to boost your healing ability. I mean, why would you want a Fragger loadout without Explodydendron if you can have it? There aren’t any other ability enhancing augments, so you pick the one with an augment to boost your ability, because it will most likely have higher value than any other augment.

If everyone wants to keep augments like Explodydendron/Undercover/Lock-On/Quick Charge just give each loadout one ability enhancing augment?

Explodydendron - extra radius, 2nd type of augment would reduce cooldown? 3rd type would increase damage? Now I understand many would obviously consider the 3rd type the best as extra damage, but with well balanced values I’m sure everyone would have their preference on these.
Like maybe you want the extra radius to damage more mercs for some nice damage or maybe you want a shorter cooldown so you can throw it down a key location or maybe you just want the extra damage to one-shot/instagib a Rhino.

The only examples I can think of that already have something like this is Rhino with N2O and Ice Cold and Bushwhacker with Lock-On and Steady. I’m sure if the values were a little more balanced people would pick up to their preference and because not “everyone says this augment/loadout is the best”.


(Reddeadcap) #20

Light Weight: A new Rhino Augment that removes his movement penalty while using his minigun similar to Quick Eye does so when a player aims down sights.

Also, why not apply Undercover to the Redeye’s Smoke Grenades?