Suggestions for Augments, join in guys...


(PixelTwitch) #1

So going to keep this simple, let’s get into this…

[ul]
[li]Quick Scope - 50% reduction on hipfire to ADS transition. - Core
[/li][li]Stalker - 75% increase to movement speed while ADS. - Core
[/li][li]Back Stab - Instant Kill + Gib when stabbing someone in the back - Offensive or Intel
[/li][li]Syphon - Each kill reduces ability cool down by 10% - Offensive or Support
[/li][li]Strong Kick - Long jumps (and following wall jumps) have 20% more momentum - Core
[/li][li]The Flash - 10% movement speed increase - Core
[/li][li]Emergency Supplies - On performing a revive, player receives +1 health pack. - Support
[/li][li]Cash Back - On providing ammo to a team member, Own cooldown is reduced by 2.5% - Support
[/li][li]Troll Mode Activated - On a kill+gib, Merc says a random taunt to the player that was killed - Core
[/li][/ul]


(Glottis-3D) #2

Troll mode +1


(Glottis-3D) #3

me likey:
Quick Scope - 50% reduction on hipfire to ADS transition. - Core
Stalker - 75% increase to movement speed while ADS. - Core
Syphon - Each kill reduces ability cool down by 10% - Offensive or Support
Emergency Supplies - On performing a revive, player receives +1 health pack. - Support
Cash Back - On providing ammo to a team member, Own cooldown is reduced by 2.5% - Support
Troll Mode Activated - On a kill+gib, Merc says a random taunt to the player that was killed - Core

me no likey:
Back Stab - Instant Kill + Gib when stabbing someone in the back - Offensive or Intel
/enraging/
Strong Kick - Long jumps (and following wall jumps) have 20% more momentum - Core
The Flash - 10% movement speed increase - Core
/gameplay breaking - same mercs with diffo speeds not good/

my 2 rubles:

Take cover - reduce explosion DMG if crouched.
Icarus - reduce Molotov DMG when longjumping above it.


(prophett) #4

Immortal - Take 10% less damage
Strong Arms - 10% Less Recoil
Laser Beams - 10% less spread
Juggernaut - 10% reduction in flinching when being shot
Usian Bolt - Run like a mother****er!


(Anti) #5

[QUOTE=prophett;515688]
Usian Bolt - Run like a mother****er![/QUOTE]

+1 for this :smiley:


(spookify) #6

Spider Man - Can place mines or turrets on any surface.

A lot of augments I would like to see in game by default… And the augments a pure support and have a very small impact on the game like runes and masteris in LOL…

HP - Give your merc 10 HP

I would rather see hp buffs then speed buffs… unless you add push or prone into the game…

Note: I very much dislike any perk or actually the merc speed difference… unless you can fix the glitch Ness and teleporting it creates. …


(Erkin31) #7

[QUOTE=PixelTwitch;515672]So going to keep this simple, let’s get into this…

[ul]
[li]Quick Scope - 50% reduction on hipfire to ADS transition. - Core [/li][li]Stalker - 75% increase to movement speed while ADS. - Core[/li][li]Back Stab - Instant Kill + Gib when stabbing someone in the back - Offensive or Intel[/li][li]Syphon - Each kill reduces ability cool down by 10% - Offensive or Support[/li][li]Strong Kick - Long jumps (and following wall jumps) have 20% more momentum - Core[/li][li]The Flash - 10% movement speed increase - Core[/li][li]Emergency Supplies - On performing a revive, player receives +1 health pack. - Support[/li][li]Cash Back - On providing ammo to a team member, Own cooldown is reduced by 2.5% - Support[/li][li]Troll Mode Activated - On a kill+gib, Merc says a random taunt to the player that was killed - Core [/li][/ul][/QUOTE]

My problem with this, is that generally, each elements which are augmented by perks are bad without them.
Quick scope = Transition too slow without it.
Stalker = Movements too slow without it.
Etc.


(PixelTwitch) #8

[QUOTE=Erkin31;515710]My problem with this, is that generally, each elements which are augmented by perks are bad without them.
Quick scope = Transition too slow without it.
Stalker = Movements too slow without it.
Etc.[/QUOTE]

Actually in the elements you just mentioned I totally agree… I think the ADS in Dirty Bomb is pants but I also see that many people don’t want to see the ADS to be good. The reason I suggested these was to try and improve it a little bit so I at least have the choice. If I was playing a FO I would without a doubt take Quick Scope, Stalker and Drilled as my 3 perks.


(Mustang) #9

What is drilled?


(Glottis-3D) #10

When is drilled?


(xdc) #11

[li]Quick Scope - 50% reduction on hipfire to ADS transition. - Core [/li] ok but 50% is too high

[li]Stalker - 75% increase to movement speed while ADS. - Core[/li] no - would make players run around ADS all the time

[li]Back Stab - Instant Kill + Gib when stabbing someone in the back - Offensive or Intel[/li] too powerful and random

[li]Syphon - Each kill reduces ability cool down by 10% - Offensive or Support[/li] too powerful and random

[li]Strong Kick - Long jumps (and following wall jumps) have 20% more momentum - Core[/li] ok.

[li]The Flash - 10% movement speed increase - Core[/li] too powerful if it works with sprint walljumping, etc

[li]Emergency Supplies - On performing a revive, player receives +1 health pack. - Support[/li] too powerful (are we talking regen health bar or +20 hp)? both stilll overpowered

[li]Cash Back - On providing ammo to a team member, Own cooldown is reduced by 2.5% - Support[/li] ok.

A better orientation would be to have buffs that only work on teammates, although i could agree with a buff to the person(support class) that helps a teammate, such as stoker planting a upgraded ammo station that gives out ‘fire ammo’ that deals additional damage, but he cant pickup the ammo.

Also I agree with Erkin31, the balance is offset when you introduce perks such as these.


(PixelTwitch) #12

xdc, some of these may appear quite strong but thats only because they are at the top end of what we are expecting the current Augments to end up like. Don’t forget currently we have 20% less damage from explosives, 50% faster reload, reload while sprinting and 50% less flinching when shot.

SD have already said many times they plan to make the Augments more meaningful so if we make the assumption that it ends somewhere in between the current strong Augments and the current weak Augments, I actually think we end up around where the ones I suggested are for everything.


(tokamak) #13

They should all be equally overpowered!


(PixelTwitch) #14

Pretty much, lol


(xdc) #15

help up augment:

-10% faster help up speed,
-regen 20% of health bar after pickup,
…etc


(spookify) #16

[QUOTE=xdc;515812]help up augment:

-10% faster help up speed,
-regen 20% of health bar after pickup,
…etc[/QUOTE]
I bet SD is suprised that we dont hate the help up! Its default speed is good and an augment might make it more use full…

i like the hp idea and i feel that if you help up that merc should get 100% hp… you spent the time to help them up reward the person so that they can pop right into a fight.
I think there should be a class or augment called copy cat!

This can work many different ways:

The augment can help up or copy a near by mercs ability…

I think it would work better as a merc:
The use key can be used when you go up to a merc and copy their ability. IE get a nade or medic packs or heart beat.

Like morph, Rouge from xmen or like the two dudes from the tv heros…


(xdc) #17

editededed


(AssortedStuff) #18

This reminds me of a screenshot I have from June 2014 (Victoria / Terminal map)