Siggestion on Changes to "Try Hard" Augmentation


(Reddeadcap) #1

I’d like to start out that the general thought/justification of this augmentation is that it’ll give a player that would otherwise be focusing on objectives or helping their team that gained an assists or is too busy dropping ammo a bonus for not killing an enemy player, the other main complaint is that the idea is a bit of a slap in the face, especially for two of the mercs in question.

That said there are very few instances where that is even common a player will eventually have to kill another when on the route to an objective or even while repairing/planting C4 for one when alone.

Normally people would bring up Proxy’s KE12 Supreme Operative, quickly reaching the objective and interacting with it but other mercs have Tryhard, Bushwhacker who’ll likely place his turret down before interacting with an objective, Rhino who’s already a bit of a tank and his main purpose IS to be a main route defender and fight enemies off and finally Skyhammer, who while will/should toss ammo out like candy will also toss out his flare and use a rifle for effictive medium range fighting.

I have a pair of suggestions I’d like to have your thoughts on;

A Shield: With the big hubbub over Phantom and his Refractive Armour’s protection effect I thought of a similar idea, Whenever you kill an enemy you gain 10 points of armor, they go down over time like Phantom’s Refractive Armour, but you can only get a max of 30, maybe even a cooldown between each activation.

How would this be useful for each merc? Besides the obvious extra protection in a fight, namely making Rhino a tad less dependant on a medic for a moment, Proxy and Bushwhacker can use this to their advantage to have some extra defense when interacting with an objective.

Cooldown to Ability: Pretty Simple, Killing shaves off X seconds or Y percent of the mercs cooldown ability maybe with its own cooldown between kills, in the case of proxy she can whip out new mines quickly letter her drop them on an objective she needs to interact with, same goes with Bushwhacker’s turret, as for Skyhammer it can let him quickly redeploy an airstrike, in the case of Rhino it could let him mow enemies down longer by having his minigun quickly cool after every kill or quickly regain his minigun if it overheated.

In an insane, maybe even overpowered thought, why not even have both these effects?

All in all, what are your thoughts on these ideas?


(Ottah) #2

I honestly like try hard, sure its not the best perk but its often offset by a good perk and/or weapon combo, i have the proxy double smg one with reload while sprinting and i love the fact that when i get an unlucky streak or we get farmed in spawn that I will have skyhammer hp very soon.

I don’t know howto feel about tryhard on rhino’s cards.


(Gi.Am) #3

hm ok a few things to preface. Try hard on rhino could make sense on its own. I’m not a rhino player but when I tested him, one good tactic (good for the team its really bad for rhino you get no XP) is to premptive fire the minigun into a chokepoint/hallway most people wont turn a corner, if that corner gets plastered with bullets. Making it possible to slowing down the enemy considerable, since they more likely will try another route. but eventually you will get killed not having killed anyone yourself. Tryhard in that scenario would make Rhino harder and harder to press out.

But that aside Tryhard is very clearly designed to give player a helping hand that constantly die over and over again. in this regard the augment makes sense on any merc really (its actually surprising that not all Mercs have one newb loadout card with it).

Which brings me to my critic on your suggestions Redcap.
It makes no sense to change a augment that is ment to help players struggling with the game, into something that benefits players that are good at it. Just like people argue against tryhard, that dieing shouldn’t be rewarded. I would argue against those saying that killing is reward on its own enough and doesn’t need additional boni.

The shield one is especially questionable in this regard since it rewards, a player good at killing by making him even harder to kill.

The cooldown one sounds better and I like it overall. However the killing part is a no go aswell. the whole point of the cooldown system is to control the overall damage output of the mercs/abilities, think about it. I give you an extreme example full wipeing an enemy team, say with a fragger nade, shaves of enough cooldown that you can do it again in say 50% of the usual cooldown.

My suggestion, if you want to replace tryhard, I would prefer the cooldown one. But wouldn’t tie it to killing, but some other non lethal condition.

Either further reward using merc abilities (giving out 10 med/ammo packs gives one for free, repairing/defusing/dealing damage to the EV reduces cooldown) to reward playing the merc role further (not really needed but atleast it wouldn’t do much harm).

Or and I think this would be most in line with the idea behind try hard and work on all mercs (and what I prefer). Cooldown reduction for assists. It would reward players that are not good enough to finish their fights, but atleast tried and give a condolence prize for the poor sob, that didn’t get the last hit.