Try Hard


(JJMAJR) #1

I think that having the augment give 10 HP upon each death without kills isn’t really important for the high-end skilled players.

In all honesty, I’d like to see the augment changed to “Recovery animation speed when revived increased by X%, and invulnerability time after being revived increased by Y%.” in order to make it more helpful.


(nokiII) #2

Tryhard is now a deprecated augment, so there’s no use in rebalancing it.


(inscrutableShow) #3

It’s definitely a noob perk, but you can deliberately die to tank up Proxy (On the KE12) for a suicide rush. That’s what I use it for. Your suggestion is a cool idea though, that should be a new perk in the future.


(Nibbles02) #4

I can agree as long as the perk isn’t put on any tanks or medics. Aura stations plus invincibility and revive speed is a recipe for disaster.


(frostyvampire) #5

I’m pretty sure this augment doesn’t exist in 2nd gen cards anymore. So there’s no need to change it (correct me if I’m wrong)


(Szakalot) #6

never understood the hate for the perk.

In equal-skill games, no matter the skill level your k/d will approach 1. Yes you are good, but so is your opponent. With this in mind, its entirely possible you will have several lives with +10hp AND +10 max hp. Might be just what is needed to be able to break the choke on the 2nd push.

Especially for someone like an engineer on chapel, who is likely cannon fodder baiting out lazors and arty spam.


(JJMAJR) #7

[quote=“Szakalot;185301”]never understood the hate for the perk.

In equal-skill games, no matter the skill level your k/d will approach 1. Yes you are good, but so is your opponent. With this in mind, its entirely possible you will have several lives with +10hp AND +10 max hp. Might be just what is needed to be able to break the choke on the 2nd push.

Especially for someone like an engineer on chapel, who is likely cannon fodder baiting out lazors and arty spam.[/quote]

In equal-skill games with good medics, you are going to almost always score a “kill” before you respawn even though you weren’t able to finish off the bodies.
That is what’s considered to be a “kill” under the rules of Try Hard.

Now do you know why Try Hard gets so much criticism?


(Szakalot) #8

not convinced at all, gibbing is a lot easier now, you will not get a kill each life.

think about it this way: perfectly equal skill levels on all players - average k/d of 1. one life you kill someone and you die. another life you kill 2 people and die. another life you kill no one and die

lets say 1/3 of the time people get revived, which is imo fair, and largely depends on the map. defenders typically revive each other more, attackers die more.

so in about 10-20% of lives you will not kill anyone and get the 10hp bonus. imo thats not bad, considering its max hp.

now if you consider that an engy on chapel dies all the freaking time with sth like 0.2-0.5 k/d, this percentage might easily go up to 30-40%