:neutral:
Merc Augments for 2nd Gen Loadouts
[quote=“Redcap;136863”]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?[/quote]
Uh… I think Rhino has quite enough Minigun-specific augments tbh.
As for the Redeye thing, both of the people who suggested Undercover specifically mentioned it being for the IRG as opposed to the Smoke Grenade. You’d have to ask them, but I’d guess it’s probably because the Smoke doesn’t need to last longer. shrug
[quote=“coolFortress;136294”][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![/quote]
That’s it, it’s so good and useful that i cant even remember the right name. XD
There is a special place in hell for ppl like you!
[quote=“SzGamer227;136905”]
Uh… I think Rhino has quite enough Minigun-specific augments tbh.
As for the Redeye thing, both of the people who suggested Undercover specifically mentioned it being for the IRG as opposed to the Smoke Grenade. You’d have to ask them, but I’d guess it’s probably because the Smoke doesn’t need to last longer. shrug[/quote]
It’s probably because the smoke lasts about 5-6 seconds (estimate, I dunno the actual time) than his IR vision. Quite annoying at times. I often throw the smoke, turn on my IR vision, fire some shots, then turn the IR vision off to reload and then turn it back on again. It would be nice to not have to do that though haha.
[quote=“Ballto;136183”]explodydendron on stoker pls
[/quote]
Too many people playing him recently, also his spread his so random, one time will cover next to no area next time will fill the entire map and something seriously needs to be done about it. Don’t add fuel to the fire as it were eh?
[quote=“derpypenguinz19;136210”]Bigger Blasts for Fletcher.
[/quote]
Kidding right?
You must be kidding…
xD
Seriously though give him nader esque cooldowns and id be cool and down with that idea. ; )
First Aid. I used to think about an augment like that in a past thread. Same basic idea, same name. I also brought some other ideas that you may consider outdated : in my thread, Long Vault has been added to Flying Pig basically, and Springy got a pretty neat rework already.
http://forums.dirtybomb.nexon.net/discussion/18260/augment-reworks-and-new-augment-ideas
[quote=“Eox;137439”]First Aid. I used to think about an augment like that in a past thread. Same basic idea, same name. I also brought some other ideas that you may consider outdated : in my thread, Long Vault has been added to Flying Pig basically, and Springy got a pretty neat rework already.
http://forums.dirtybomb.nexon.net/discussion/18260/augment-reworks-and-new-augment-ideas[/quote]
Just swept through your thread. I like the idea of your Cleaner augment, but I don’t like the name. I’m thinking something along the lines of Finisher, Terminator, Flatliner, or Executioner.
It also gave me ideas for a couple of other augments…
Resilient could be an augment that gives a merc 25% damage resistance when downed, making them harder for others to finish, and also boost their health regen when revived (until taking damage).
Cutthroat could be a new augment for Phantom that instantly finishes mercs that are killed with a melee weapon. A bit iffy about this one, but from what I know about Phantom gameplay, this could be a fairly useful augment for him.
I’ll see if I can come up with augment icons for them when I find the time, then I’ll add them to the main post.
In the meantime, any thoughts on these?
Flatliner is good.
[quote=“SzGamer227;137598”]
It also gave me ideas for a couple of other augments…
Resilient could be an augment that gives a merc 25% damage resistance when downed, making them harder for others to finish, and also boost their health regen when revived (until taking damage).
Cutthroat could be a new augment for Phantom that instantly finishes mercs that are killed with a melee weapon. A bit iffy about this one, but from what I know about Phantom gameplay, this could be a fairly useful augment for him.
I’ll see if I can come up with augment icons for them when I find the time, then I’ll add them to the main post.
In the meantime, any thoughts on these?[/quote]
Resilient is nice IMO. It’s something that fits an assault nicely. However Cutthroat does not feel interesting as enemies downed with melee would usually be killed with another swing on the go.
A nice idea for a perk also : +X% damage resistance while doing an objective. Could be nice. Don’t put X too high though.
I’d like to see a perk that makes non-medics harder to kill when they are helping someone up rather than speeding the process up. Basically the way it is now, unless the guy who catches you helping someone up is terrible, you don’t really have any chance to stop, pull your gun out, and get into a battle. Basically once they get that first or second head shot in, you’re screwed.
Two new augments added:
(Credit is given where appropriate in the main post)
Flatliner
This nifty augment saves you ammo and time by making it faster and easier to finish downed enemies by 30% 20%. Could be avaliable to most mercs, but it would be best used on SMG and Assault Rifle classes.
Quick Description: 30% 20% increase in damage dealt to downed enemies
Resilient
This one is kind of the opposite or reverse end of Flatliner: It 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
[quote=“Jostabeere;136267”][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.
[/quote]
It wouldn’t change detonation time. Just the activation time so that there wouldn’t be a difference between mines planted ten seconds in advanced.
refill: 30% faster to take ammo in ammobox and ammostation
Mercs: everyone except Arty, Kira, Skyhammer, Stoker
Yeah, probably. Reduced it from 30% to 20%.
[quote=“P!x3L;137884”]refill: 30% faster to take ammo in ammobox and ammostation
Mercs: everyone except Arty, Kira, Skyhammer, Stoker[/quote]
That could be useful… I’ll see if I can come up with a good icon then I’ll add that to the main post. Thanks! 
I got a totally stupid augment idea, but I am suggesting it anyway :
Karate ! : jumping on an enemy’s head deals X damage.
Proxy should get some “lock on” augments.
As I said in the bugs section yesterday, the perk makes no sense the way it’s currently worded.
Lock on: “Turrets, mines and other automated defenses react 30% more quickly”
- Proxy doesn’t have a single loadout with lock on, so why does it say mines.
- Automated defenses? Fletcher has lock on, but his sticky nades are not automatic.
[quote=“Eox;138079”]I got a totally stupid augment idea, but I am suggesting it anyway :
Karate ! : jumping on an enemy’s head deals X damage.
[/quote]
That is a silly idea for an augment, Mario. 
[quote=“rancid;138142”]Proxy should get some “lock on” augments.
As I said in the bugs section yesterday, the perk makes no sense the way it’s currently worded.
Lock on: “Turrets, mines and other automated defenses react 30% more quickly”
[list]
[] Proxy doesn’t have a single loadout with lock on, so why does it say mines.
[] Automated defenses? Fletcher has lock on, but his sticky nades are not automatic.
[/list][/quote]
Yeah, it’s confusing and misleading, no dispute there. But it is technically correct if you count Fletcher’s bombs as “sticky mines”. (And yes, I have heard people refer to his bombs as mines.)
But that still isn’t correct, because his “sticky mines” are still manually detonated.
The perk suggests “automatic defenses” but they’re not automatic.
[quote=“rancid;138240”]But that still isn’t correct, because his “sticky mines” are still manually detonated.
The perk suggests “automatic defenses” but they’re not automatic.[/quote]
Haha, yeah, touche. That “and” is pretty damning isn’t it? 
