Merc Augments for 2nd Gen Loadouts


(gg2ez) #41

I don’t give a sht as long as I get an augment on Phanty that makes him say "trick or treat, motherfcker," when I get a Katana kill.


(Floross) #42

I would like a Skyhammer BR16 loadout with Drilled that doesn’t have Tryhard and Fail safe as the other two augments. At the very least Tryhard needs to be a bit better ( you can try to juke it and die 3 times early in the game, then have an healer stick with you, you’ll be basically 150HP max until you die, but it’s too high risk and you can’t do anything with this perk alone ).


(solace_) #43

What about an augment for medics that naturally increases health regneration rate and significantly reduces the delay before it starts when there are two or more players within a certain radius of the medic.

For instance instead of taking 6-8 seconds (just a guess I dont know the actual time) for health regen to star it would take 3-4 seconds. And instead of 2 health a second (again I dont know the actual stat), it would increase to 3-4 health a second.

This would be a genuinely useful augment for sparks who has little healing capabilities. However, would also be generally useful on all medics.

I think it would really ‘fit’ into Dirty Bomb considering the game is all about team play working together.

Perhaps there could also be augement for the assault classes that provides a small damage resistance buff when there are a certain number of people within a radius of the person who has it. Same could be said with recon and a speed bonus.

Maybe passive ammo regeneration for fire support lol, cause so often they forget to hand out ammo haha.

Idk, just some ideas to encourage teamwork and sticking together.


(aRagRappy) #44

[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]

fletcher’s stickies bombs used to work like mines way back but that got changed and left us with that situation where he had lock on but it did absolutely nothing until the recent augment changes. Think he was given lock on then because the blast radius and damage was so small compared to proxy’s mines.


(SzGamer227) #45

Eh, seems a bit complicated for an augment, and would set up some pretty amazing opportunities for an enemy Fragger. :confused:


(SzGamer227) #46

Some long overdue additions to the main post. (Damn procrastination!)

http://hydra-media.cursecdn.com/dirtybomb.gamepedia.com/d/dc/Explodydendron.png?version=76119358120b08acf05e8bd277c2d6b5
Explodydendron
snip
…There also needs to be a goddamn K121 loadout for Fragger with Explodydendron. None of Fragger’s K121 loadouts have any sort of augments that play to Fragger’s ability.


Pineapple Express (New Augment Suggestion)
Reduces the cooldown for combat abilities by 7% 10%. 'Nuff said.

Would be available to Fragger, Nader, Fletcher, Proxy, Skyhammer, Arty, Stoker, and Thunder.

Quick Description: 7% 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.)


(hippie) #47

new augment suggesion… something that makes you able to crawl and get behind cover when downed… it’ll be helpful since it takes more than 20 seconds to respawn on 8v8 servers.


(doxjq) #48

I’m actually liking most of these suggestions tbh, re: new augments.

If they ever happen I’d love to see those implemented.

I had a few ideas myself the other day but I couldn’t remember where this thread was so I forgot about it. Heading to the gym now, I’ll try my best to remember them while I’m out and post up when I get home.


(SzGamer227) #49

Any ideas for a name?

Did you remember what they were? Did you write them down so you wouldn’t forget this time? :tongue: In the meantime, you can click the star at the top of the page to bookmark it so that you don’t lose this thread. :wink:

Anyways, glad to hear you like the suggestions!


(doxjq) #50

Crap, I did forget to do this (to be fair it was 1am my time when I went to the gym and posted that last post haha) and about 3 days ago the dog I was looking after for my friend attacked my hand when I tried to get my jumper off the couch, so I’ve been all bandaged up with stitches and anti biotics and crap haha.

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xtp1/v/t34.0-12/12674622_10153953008271204_1056227815_n.jpg?oh=0308836976b1f485ed6a46cd14fbf6de&oe=56BDF4E5&gda=1455309728_dc00b9634e56544d6e778efaec1643f2

One I do remember off the top of my head was a really unexciting one but could probably be quite useful for competitive play was “Pitcher” which was basically the ability to throw ammo packs and/or health packs X distance (maybe 20-30%?) further than you already can. Might help give some more merit to the support classes, especially when you have team mates holding higher ground you can’t quite reach (maps with a balcony etc)


(doxjq) #51

What I also think would be kind of cool is if there was general augment cards you could own and equip to anyone, kind of like trinkets or something, which basically meant you could boost something at the risk of lowering something else. For example a sprinter card, where you could gain 20 speed for a merc but sacrifice 10-20hp or something. But then I thought that might be a stupid idea because you’d get people making weirdly balanced classes EG super fast Sparks, super high HP fraggers etc, but maybe there are perks it could work with, I’m not sure.


(watsyurdeal) #52

Just replace Pineapple Juggler, with Pineapple Express, that’s honestly a good way to nerf/buff certain augments and mercs. I’ll comment on the rest later.


(Black) #53

The thing about these augments a lot of people don’t understand is how little they make a difference or how situational they are.

Armor piercing should also do more damage to secondary objectives.

Explodydendron’s perecentage needs to increase, a 10% increase is too small too notice or be effective. The same goes with Pineapple Express.

Refiller should instant.


(watsyurdeal) #54

I think that has more to do with the developer to be honest, I don’t think the devs realized how situational or general some of the augments would be.

It would have been smart to have a sort of tier system, 1 general augment, 1 situational augment, and 1 specialty augment.

Specialty augments meaning they pertain to specific merc roles or classes, like Undercover or Potent Packs, Situational Augments being useful in specific cases or certain part of the map or game, like Cool for example, and of course General Augments being useful for all mercs and pretty much any scenario you could imagine, like Drilled or Spares.

I’d even say giving them specific shapes would be a smart idea, like square, pentagon, and hexagon.


(p4v) #55

Amen. I still haven’t used Pineapple Juggler in a normal match. Even after the changes they made, it remains garbage.


(doxjq) #56

@Faraleth, do you have any idea if second generation loadout cards have ever been mentioned before as a possibility or is this just something we have to be hopeful for?


(Faraleth) #57

@rancid as far as I’m aware they are on the development roadmap as a “planned feature”, but they are quite a long way off yet. There are far more important immediate gameplay issues they wish to address before adding more stuff into the mix. :slight_smile:

So yes, they are planned for the future, but I wouldn’t expect them to be in the game within the next 6 months or so.


(doxjq) #58

[quote=“Faraleth;147934”]@rancid as far as I’m aware they are on the development roadmap as a “planned feature”, but they are quite a long way off yet. There are far more important immediate gameplay issues they wish to address before adding more stuff into the mix. :slight_smile:

So yes, they are planned for the future, but I wouldn’t expect them to be in the game within the next 6 months or so.[/quote]

That’s cool, just figured you were the best encyclopedia for the development of this game to ask haha. I sure hope they check out this thread then when the time does come :3


(SzGamer227) #59

[quote=“Black;147911”]Armor piercing should also do more damage to secondary objectives.

Explodydendron’s perecentage needs to increase, a 10% increase is too small too notice or be effective. The same goes with Pineapple Express.

Refiller should instant.[/quote]

Yes, Armor Piercing should increase damage against all objectives with all attacks.

Explodydendron might not seem like it does much, but the reason it was reduced down to 10% in the first place was because the older, higher value was apparently extremely powerful for mercs like Fragger. (Keep in mind that it’s a 10% increase in radius, which translates to an effect much greater than 10% in terms of area.) I’ve managed to land a 6-kill airstrike as Skyhammer thanks to Explodydendron, so I think it’s fine as-is.

A 7% reduction in cooldown is enough to shave off a few seconds for most combat abilities, but I will increase it to 10% because 7% doesn’t seem like enough.

I don’t think anything should have quite that drastic an effect, not even ammo refill time.

[quote=“rancid;147952”][quote=“Faraleth;147934”]@rancid as far as I’m aware they are on the development roadmap as a “planned feature”, but they are quite a long way off yet. There are far more important immediate gameplay issues they wish to address before adding more stuff into the mix. :slight_smile:

So yes, they are planned for the future, but I wouldn’t expect them to be in the game within the next 6 months or so.[/quote]

That’s cool, just figured you were the best encyclopedia for the development of this game to ask haha. I sure hope they check out this thread then when the time does come :3[/quote]

Fingers are crossed! :smiley:


(SzGamer227) #60

Necro-ing this thread before it’s too late but it might be too late anyways but idk you never know

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)
Another objective-based augment to broaden the assortment of objective specialities for non-Engineer mercs. This one reduces C4 defuse time by 20%. Available to any/all mercs that aren’t Objective Specialists.

Allows you to see enemy repair/defuse progress made on nearby objectives through walls.
(Changed soon after posting)