I’d like to bring in the suggestion of making classes that deploy things that can be destroyed (but not mines or bombs) to be able to use Steady. Say something like this:
Aura R73
Replace Springy with Steady.
Something along those lines.
I’d like to bring in the suggestion of making classes that deploy things that can be destroyed (but not mines or bombs) to be able to use Steady. Say something like this:
Aura R73
Replace Springy with Steady.
Something along those lines.
yeah, could really help the defensive. maybe they could make something that helps your deployable recover faster from thunders EMPs.
That’s actually a great idea for something to buff Steady. Small, niche, but still a good idea. I’d say that maybe Unshakeable could use a similar buff, but Thunder’s main purpose is to take out hard-to-destroy targets by disorienting them.
But anyways my recommendation for Steady would be to enable players to reclaim a turret after it goes kaput but not before it disappears completely.
Unshakeable is arguably the best augment in the entire game, it does not need a buff.
Still a good idea for Steady though.
frankly Steady is bad already for Bushy, putting it on others would guaranty Bushy no balance anymore for that perk.
Ridiculous. This doesn’t hold true for any augment whatsoever, so why would Bushwhacker be useless with Steady if the augment would be given to others?
That’s like saying Extra Supplies on Skyhammer and Arty nerfs Extra Supplies on Phoenix and Sawbonez. Or Potent Packs being on all medics makes the ability weaker.
you posted something about how steady was pretty negligent when compared to lock on Plump, why no back me up 
Because that the reason why Steady’s useless on Bushwhacker is that if you don’t have Lock-On, the turret reacts so slowly players would easily take it down, regardless of how long it takes. Steady surely makes it take longer for the turret to get killed, but that’s just it.
Meanwhile, Steady on any other deployable would be very significant.
Ok, Plump has stated that steady is an unbalanced perk because almost anything in this game will still out damage that turret in a direct fight. Explosives are a massive weakness and etc…, thus he stated that we should change it and give it resistances or more health, the reason as to why it shouldn’t be on other mercs is because steady is purely designed on combat longevity, the Aura station has significantly lower cool down and so does the ammo stations, thus it would be pointless especially since making them tougher would help them but not Bush. Steady is Bush’s unique perk that doesn’t even work well in practice, but on paper it was supposed to allow Bush to depend on the turret a little better. Making mercs like Aura’s heal station (which has a much shorter cool down) tougher would break some balance, especially since steady is about making Bush’s deployable more dependable not tankier. If you applied steady to Aura and etc… you just make them that much stronger but at the same time lower the concept of needing to actually buff Bush’s steady perk since it’s on other classes, you would inadvertently force steady to never be fixed and patched to allow Bush to use any other viable loadout like Sparks and Phantom, and make mercs that much more annoying to fight. I want steady fixed because it’s pointless as a unique perk on Bush, but putting it on other classes would thus never allow steady to be fixed again because it would be WAY too powerful on other classes with their shorter cool downs.
Firstly, wall of text.
Secondly, if the reaction time for the turret was fast enough, Steady would be useful. But since it isn’t, Steady remains to be garbage, regardless of what is done to it to improve its effect.
Also, I’d like to see Steady allow players to reclaim their deployables when they are in the dying animations.
[quote=“JJMAJR;147968”]Firstly, wall of text.
Secondly, if the reaction time for the turret was fast enough, Steady would be useful. But since it isn’t, Steady remains to be garbage, regardless of what is done to it to improve its effect.
Also, I’d like to see Steady allow players to reclaim their deployables when they are in the dying animations.[/quote]
He’s making good points - if every merc had Steady then it would never be buffed to make it an augment worth using for Bushwhacker, which would mean that, even if they buffed Bushwhacker’s turret’s base locking time like you said, that the actual augment (and therefore all the loadout cards that depend on that augment being a beneficial factor) would be completely redundant and would never be used.
And holy shit you want to see Steady allow players to reclaim their deployables when they are in the dying animations? How about no?? When you have an enemy team sitting on a health station, you have to kill the health station first (unless you have a 1 hit KO potential weapon), so imagine how ridiculous it would be if you had stuck your head out, taken TONNES of damage in the process of killing that health station, but then that health station gets ‘reclaimed’ and instantly replaced anyway. Basically the ONLY way to get rid of the health station would be to kill the Aura and the station at EXACTLY the same time, meaning that only explosives would be able to kill her. Sure, explosives are still her weakness and they should be the best method of defeating her, but they shouldn’t be literally the ONLY way of beating her.
I didn’t back you up because I couldn’t tell what the hell you were talking about (until you posted that massive comment which explained your opinion much more clearly).
Write more clearly next time and I WILL back you up 
next time I will write more clearly mate, maybe, naahh not really XD
[quote=“ProfPlump;148020”]And holy shit you want to see Steady allow players to reclaim their deployables when they are in the dying animations? How about no?? When you have an enemy team sitting on a health station, you have to kill the health station first (unless you have a 1 hit KO potential weapon), so imagine how ridiculous it would be if you had stuck your head out, taken TONNES of damage in the process of killing that health station, but then that health station gets ‘reclaimed’ and instantly replaced anyway.
Basically the ONLY way to get rid of the health station would be to kill the Aura and the station at EXACTLY the same time, meaning that only explosives would be able to kill her. Sure, explosives are still her weakness and they should be the best method of defeating her, but they shouldn’t be literally the ONLY way of beating her.[/quote]
Make Aura’s station have a 0.5 second death animation, it’s not very visually appealing anyways. All I see is a small spark and it’s done. It would be much more satisfying to see that thing shatter to pieces and blow out with the wind instantaneously in a bright flash.
[quote=“ProfPlump;148020”]And holy shit you want to see Steady allow players to reclaim their deployables when they are in the dying animations? How about no?? When you have an enemy team sitting on a health station, you have to kill the health station first (unless you have a 1 hit KO potential weapon), so imagine how ridiculous it would be if you had stuck your head out, taken TONNES of damage in the process of killing that health station, but then that health station gets ‘reclaimed’ and instantly replaced anyway.
Basically the ONLY way to get rid of the health station would be to kill the Aura and the station at EXACTLY the same time, meaning that only explosives would be able to kill her. Sure, explosives are still her weakness and they should be the best method of defeating her, but they shouldn’t be literally the ONLY way of beating her.[/quote]
Make Aura’s station have a 0.5 second death animation, it’s not very visually appealing anyways. All I see is a small spark and it’s done. It would be much more satisfying to see that thing shatter to pieces and blow out with the wind instantaneously in a bright flash.[/quote]
Now THAT I can get behind. Although, something as unimportant as the death animation of deployables should probably be looked at after they finish balancing and adding features, mercs and mechanics.
When you said dying animation, did you mean dying animation of the aura station itself? If so, sure, bush can already do that (with a very small window) but adding it to aura, if she can’t already, wouldn’t be bad.
I personally would rather see something more creative and less situational, like less explosive damage, or very small health regen over time. This would also buff the turret (especially regen)
[quote=“blisteringOwlNest;148125”]When you said dying animation, did you mean dying animation of the aura station itself? If so, sure, bush can already do that (with a very small window) but adding it to aura, if she can’t already, wouldn’t be bad.
I personally would rather see something more creative and less situational, like less explosive damage, or very small health regen over time. This would also buff the turret (especially regen)[/quote]
Bushwhacker can no longer reclaim a turret during its death animation. It was considered a glitch, but it given me an idea on how to make Steady a lot more viable, since the bug fix pretty much had a very heavy effect on Bushwhacker.
[quote=“JJMAJR;148138”][quote=“blisteringOwlNest;148125”]When you said dying animation, did you mean dying animation of the aura station itself? If so, sure, bush can already do that (with a very small window) but adding it to aura, if she can’t already, wouldn’t be bad.
I personally would rather see something more creative and less situational, like less explosive damage, or very small health regen over time. This would also buff the turret (especially regen)[/quote]
Bushwhacker can no longer reclaim a turret during its death animation. It was considered a glitch, but it given me an idea on how to make Steady a lot more viable, since the bug fix pretty much had a very heavy effect on Bushwhacker.[/quote]
But the whole idea of saving your turret and replacing it immediately would be incredibly frustrating to your opponents, same as it would be for ‘saveable’ health stations. There are better ways to buff the Steady augment.