So, we all know that balance with the augments is usually a hard thing, but most of the time SD has gotten it right, or just fine since they went gen 2. With the removal of two of the worst (most of the time) or most situational perks in DB: Cool and Pineapple Juggler, most perks these days I thought were okay, or at least good.
But recently, I’ve started to realize how bad a few of the perks are in comparison to their counterparts, since these days most loadouts are good, and you don’t expect loadouts to have “bad” perks.
Looter - This augment makes it so that every time you kill a fire support (ammo giving) or medic (duh) they drop a small pack respectively of ammo or health. Well, it turns out that ammo-wise they only give a HALF clip of ammo. This is pretty silly if you ask me, especially with the way that ammo works in this game. (most weapons are geared to around 3 possible kills with a full clip on average) I think this should get a solid balance pass to a full clip of ammo. The health is eh, since you’re killing weaker characters anyway, but the ammo is just plain laughable. ESPECIALLY if Looter is on a skyhammer, where you can just give yourself ammo anyway.
Mechanic - While the augment is amazing in utility, it’s utility goes down almost completely when you have a good Engie on the team. It also doesn’t feel powerful enough to really have it’s use imo. I think a slight buff to it’s speed, possibly 10% (20->30) would be enough to make me actually want to do objectives as a Phantom or Skyhammer when the engie is down. Of course, I don’t want it to come anywhere near replacing the awesomeness that is having an engineer, I just think it’s a little weak in practical use. It still changes games in execution, so eh.
Springy - Don’t get me wrong, Springy is AWESOME on light mercs, and still useful on others. But why ON EARTH did they remove the third jump antic of springy? I feel like it’s still a great augment, but I miss being able to do a few of the extra jumps as Aura.
Quick Eye - This augment is really useful on snipers, but… why on earth do so many of the fire supports and assaults have loadouts with it? It honestly makes no sense for a game to have such tight recoil and spread patterns with the m4 and the timik, that sometimes I feel that this is almost a useless perk for them. It feels amazing on Aimee or Grandeur loadouts, oc.
[spoiler]I also personally hate getting loadouts with extra supplies on Kira, Stoker, and Aura… like, really; do I seriously need less time to spawn another station? In some situations, or against enemy teams that blow them up, I understand though, so eh.[/spoiler]
Of course, these are just thoughts, but if any of you would do anything, what would it be? I honestly do think Looter should be changed somewhat. Are there other augments you would rework? Am I doing a thread that has been out for a while? Your thoughts below!
TL:DR - Looter - Half as useful as it should be.
Mechanic - Somewhat weak?
Springy - Feels somewhat weaker.
Quick Eye - Why is this on skyhammer?
Extra supplies - Amazing! Except… on Kira and Stoker… because, why on earth?
For some reason I thought I was having difficulty jumping 3x on the lighter mercs with springy, whereas back way when it seemed to have a just spam spacebar and fly feeling.