Try Hard


(JJMAJR) #1

It’s garbage, okay? I’d want to see the augment changed.

Try Hard
x% more health when downed.
Revive animation y% faster.

This would be more useful than what it is right now.


(solace_) #2

[quote=“JJMAJR;24297”]It’s garbage, okay? I’d want to see the augment changed.

Try Hard
x% more health when downed.
Revive animation y% faster.

This would be more useful than what it is right now.[/quote]

there are a lot of different things that could be done to try hard to make it more useful. None of them will probably happen as it would involve completely changing the augment.

I personally don’t understand why it is in the game to begin with. Is it a legit strategy to die three times in a row and then try and go Rambo on the fourth? IDK, sounds fun but would really help the team all that much. I’d rather see it do something like reward the player for getting kills as opposed to getting killed.


(RyePanda) #3

Honestly it’s an okay augment right now. From a design point of view it’s questionable. But 10 extra health can mean a lot.


(Naonna) #4

100 hp sparks for a short time can be fun.


(Jesus) #5

Id like to see this augment change in something killstreaky, like get 10more hp when you kill 5 or 10 merc without dying. But that would probably become somehow OP on certain merc.


(Apofenas) #6

Try hard on Proxy:
Step 1: Rush into group of enemies and plant mines
Step 2: die and may be kill or damage somebody in process
Step 3: repeat 2 times
Step 4: rek pub with 120 hp Proxy

I’m not sure but mine kills may not count for this augment, so just shoot mines to kill people instead. Mine kills after you died don’t count generally.

This is probably the only example of this augment doing extremely good job…but again it promotes lame suicidal-Proxy play style and that’s not a good thing generally.

However it has a very good positive side as engineer augment - rush arm/disarm/repair and you get 10 hp on respawn as a reward for doing objective.

For other mercs… well i almost never get more than 10 hp for Red eye or Skyhammer.


(Haki) #7

She doesn’t have try hard on any of her cards


(LifeupOmega) #8

Kind of useless when you never die before killing someone else.

I’d rather see you gain back 10hp after every kill you make, that’s true Try Hard right there.


(JJMAJR) #9

I don’t really like the killstreak idea because that it gets kind of broken in competitive, especially when you consider the fact that a competitive medic would be able to revive people a ton, and each enemy you merely downed counts as a kill for emblems. Try Hard isn’t supposed to be an overpowered augment.

I’d like Try Hard to be that the player gets harder to finish off and gets up faster than normal, i.e. not being one-shotted by a sniper rifle to the body if they player didn’t have their downed health reduced (a la sniper headshot) beforehand.

How much health does a player have if they only get the bare minimum of health lost to be downed? @Amerika


(Amerika) #10

Assuming there was no overkill during the death you get 100HP max. If your merc has a base HP of less than 100 then you get that amount of HP. So Sparks would only have 80 downed HP. But Rhino will only have 100.

But there is almost always at least some amount of overkill during the death. And a lot of times you continue to shoot even after they have died as that damage counts too. That’s why you can gib bodies if you stay on target even if there is a Sparks that instantly revives them. You get a small window to down them even with an on-point medic.


(JJMAJR) #11

[quote=“Amerika;151615”]Assuming there was no overkill during the death you get 100HP max. If your merc has a base HP of less than 100 then you get that amount of HP. So Sparks would only have 80 downed HP. But Rhino will only have 100.

But there is almost always at least some amount of overkill during the death. And a lot of times you continue to shoot even after they have died as that damage counts too. That’s why you can gib bodies if you stay on target even if there is a Sparks that instantly revives them. You get a small window to down them even with an on-point medic.[/quote]

Strange, because that there was a patch where the MOA and FEL-IX can now instantly kill players who are downed. These numbers may have been changed in order to reflect this.

They probably reduced the maximum downed health to 80 HP, making a FEL-IX headshot leave a Sparks with 2 HP when downed.

Or, they probably added a multiplier on downed bodies, making it so that a MOA can take down a person with 100 HP under that damage multiplier, but only when the person is downed already.


(BananaSlug) #12

maybe “you start regenerating health after killing someone” ?


(JJMAJR) #13

No, just… no.