[Request] 2nd Generation Loadouts


(Drac0rion) #1

As I really liked the Q&A stream we had a while ago (maybe I didn’t agree with all the answers I got, but I still liked it), could we have anyone from SD actually give us some insight on the upcoming 2nd Gen Loadouts?

Either another Q&A stream possibly or just a forum post that would get some active replies.
I’d like to think that augments/loadouts aren’t THAT important “new” content that all the information about it has to be kept a secret till release.

Just to start things off, I’ll just leave a couple of questions I’d hope to get answers to about the topic.

  1. Will we see new augments?
  2. Are the 2nd Gen Loadouts just going to have the augments shuffled around to bring better balance to the loadout values or is there a chance for primary/secondary/melee weapons to also be shuffled around a little, maybe even switch out some of the weapons that the mercs currently use?
  3. Will some of the ability specific augments be removed and added into the abilities by default or will there be a better variety that have different effects on the ability.
    For example, personally I find Undercover too valuable on Phantom to really pick any other card in most cases, but medics have a nice variety of: increased health on revive/increased healing/reduced cooldown/increased radius.
    In other words, will the loadouts with ability enhancing effects still remain superior over those loadouts which don’t have any of those. (Quick Charge/Undercover/Explodydendron/Lock On/Steady/Bigger Blast/Nitros/Ice Cold)
  4. Will both the Pineapple juggler and Cool be removed? As one is considered useless and the other one literally can’t be used in Execution gamemode. (Just to confirm 100%)
  5. Are the augments that are currently considered less valuable going to get buffed again? Or will the more valuable augments be nerfed?
    (Personally I think nerfing would only make the loadouts in general less valuable, but something like Sneaky could potentially be a really great augment for flankers if it’s value would be tripled to 75% or more. Enigma as well against the spotters, if it’s value would be slightly higher.)
  6. Are medics still going to have more than one Augment that increases their supporting capabilities?
    For example Sawbones got one loadout for CR and one loadout for SM that contain two augments that make him a better medic, while rest of the loadouts either have only one or no augments at all that improve his role as a medic.

(DexterGrif) #2

All I want is an MK46 Fragger and a K-121 Thunder.

SD pls


(Brain_of_Britain) #3

I would like to see a stark Stoker with double time, mechanic and extra supplies with the m9 and beckhill/kukri (probably kukri for balance)


(Sorotia) #4

[quote=“DexterGrif;176309”]All I want is an MK46 Fragger and a K-121 Thunder.

SD pls[/quote]

As of yet, they said no new weapons which sucks :frowning:


(enigmaplatypus) #5

i just hope that they don’t get rid of their good cards to make all of them mediocre cards.


(LifeupOmega) #6

Enigma is already amazing to be honest as a filler augment. As to the rest, I guess we’ll see when they drop them on us.

As to your last point, we’ll have to wait and see what’s been happening, but Sawbonez’ Drilled/Focus/Potent is considerably better than his Get Up one now since the nerfs to revives and Get Up overall (In fact, the only medic I’d consider Get Up priority on is Sparks, how funny that it was nerfed repeatedly due to Sparks). I’m pretty happy with my one support augment if it means I get two tier 1 combat augments AND the M9.

Now I think about it, Sawbonez has a solid variety of loadouts; SM72/81, BL72, CR42/73. Hopefully the other 4 can catch up :wink:

My guess is that they’ll be bringing up other cards as close as they can (without duplicate augment issues etc) and they said they wouldn’t be removing the current first editions (which will still be buyable in the store for credits).


(Merci1ess) #7

Oh I really hope we get to see pineable juggler make a return.


(frostyvampire) #8

[quote=“DexterGrif;176309”]All I want is an MK46 Fragger and a K-121 Thunder.

SD pls[/quote]
Yea me too, I always wondered why this isn’t a thing

  1. What’s the fun of it if all loadout cards are good? All the fun is that each loadout card has unique stuff and different playstyle. And if all loadout cards were good, we wouldn’t have to do tradeins ever
  2. I agree about Pineapple Juggler, but cool is actually really good on maps with MG (especially if you are Phoenix or Phantom), maybe it should have something extra like “double time before MG overheats + 10% increase to MG damage” or something to make it more useful
  3. Agreed, please do it SD. Maybe Sneaky should stay with the 50% less noise but make it so the reduced noise applies to almost everything (including defusing/planting, repairing, using loud abilities such as REVIVR/defibrillator charge and all that stuff. But no gun shots), and Big Ears will make all these noises 50% louder. And Enigma can maybe have a small buff, maybe even immunity to being spotted (so it will become completely overpowered against snipers but it will still be balanced because snipers are not too common in ranked and it does take an augment slot + SNITCH will still zap you and make you take more damage, just won’t spot you)
  4. Why remove it? It’s great that some cards have multiple good augments

(Drac0rion) #9

@FrostyVampire

  1. I agree that loadouts should remain unique, but the values shouldn’t be too different.
    Yes, Stoker’s loadouts are completely boring, as there aren’t any cards that stand out too much compared to the rest, but then you have the Sparks 383. Now lets say you’re a paying customer trying to get the 383 in cobalt, but keep failing on getting it, while you notice some level 6 free player running around with it. RNG is not fun.

The loadouts could still remain unique with a little more variety:
For a short example Fragger got Explodydendron, which increases the blast radius. Another augment could be applied to another card that maybe reduces the ability cooldown.
For more examples you may go through this.

  1. I’m not saying to remove them, I just find them oddly balanced. I either have to pick between my preferred primary/secondary and settle with a loadout that maybe has only one or no augments that help me out fulfilling my role, or I have to pick according to the augments that benefit my team the most while ignoring completely the weapons I have to settle with for my personal combat capabilities.