Underwhelming Augments - Or bad Merc placement.


(Xenithos) #1

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?


(PewPewSkittles) #2

Magazine, not clip.


(doxjq) #3

Springy is bugged though FYI. You can still jump 3 times. I’ve reported this in the bugs section like 3 times since December but no one has responded to me about it yet. I quite often jump 3 times particularly if there is a long wait between the second and third jump. I think there must be a timer or something that resets itself if you’re in the air too long. But yeah agreed I’d like to see an easy 3 jumps again.

I agree about looter though. Half a clip is a total waste of space. It’s not even worth breaking position to go and get it lol.

Mechanic I’m on the fence about. I love the perk and find it great for pub games where your team doesn’t have an engi but it could do with some more love.

Extra supplies yeah, it makes no sense on them. How does it even work for them, you get a lesser cooldown on your station or something? Waste of time.


(nokiII) #4

The mechanic of springy isn’t buggy, but the description text of the augment is.


(doxjq) #5

The mechanic of springy isn’t buggy, but the description text of the augment is.[/quote]

What do you mean? They changed the augment didn’t they? You’re not supposed to be able to jump 3 times now, but I can often do it when using springy.


(nokiII) #6

The mechanic of springy isn’t buggy, but the description text of the augment is.[/quote]

What do you mean? They changed the augment didn’t they? You’re not supposed to be able to jump 3 times now, but I can often do it when using springy. [/quote]

They added stuff to springy and didn’t update what the augment description says.

Springy - Now also reduces Long Jump penalties as well as penalties for consecutive jumps

http://dirtybomb.nexon.net/news/5136/the-thunder-update

I marked the important bits for you.


(Dawnlazy) #7

Quick Eye is awesome on assault rifles, they’re mostly great weapons to ADS with.

Augments I really dislike are Fail Safe, Chopper and Quick Slash, plus Extra Supplies on ammo mercs.


(Xenithos) #8

[quote=“hypnotoad;196550”]

They added stuff to springy and didn’t update what the augment description says.

Springy - Now also reduces Long Jump penalties as well as penalties for consecutive jumps

http://dirtybomb.nexon.net/news/5136/the-thunder-update

I marked the important bits for you.[/quote]

Oh wow… did NOT know there was an also.
So… that’s kind of dumb that they changed the description of it… :pensive: 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.


(PewPewSkittles) #9

@Dawnrazor Chopper is the only thing that makes Phantom feasible for me. You can’t beat a thrust that deals 103 damage. <3


(Xenithos) #10

[quote=“Dawnrazor;196555”]Quick Eye is awesome on assault rifles, they’re mostly great weapons to ADS with.

Augments I really dislike are Fail Safe, Chopper and Quick Slash, plus Extra Supplies on ammo mercs.[/quote]

You don’t like all of those augments on Ammo mercs alone? Or you don’t like fail safe, chopper, and quick slash on ANY mercs? Because if you mean on ammo mercs alone, I’m RIGHT with you.

Imo - Ammo mercs should not be encouraged to detonate their abilities on themselves, OR be melee-ing people. They just simply weren’t designed for that area…


(Dawnlazy) #11

[quote=“Xenithos;196559”][quote=“Dawnrazor;196555”]Quick Eye is awesome on assault rifles, they’re mostly great weapons to ADS with.

Augments I really dislike are Fail Safe, Chopper and Quick Slash, plus Extra Supplies on ammo mercs.[/quote]

You don’t like all of those augments on Ammo mercs alone? Or you don’t like fail safe, chopper, and quick slash on ANY mercs? Because if you mean on ammo mercs alone, I’m RIGHT with you.

Imo - Ammo mercs should not be encouraged to detonate their abilities on themselves, OR be melee-ing people. They just simply weren’t designed for that area…[/quote]

Yeah I mean I don’t like Extra Supplies on Fire supports, the rest I dislike in general.


(Press E) #12

Pfft, those are like, my favourite augments. For my loadouts, I definitely use them the most.

I tend to play a lot of squishy fast mercs, and I’m also terrible at aiming. It’s extremely nice to be able to melee kill an enemy by rushing him when you would have otherwise been killed.

Maybe I’m just a noob, but I get quite a lot of melee kills.


(Apofenas) #13

Chopper/Quick slash that are on Stilnotto. These augments won’t make rubbish “knife” to be usefull. Instead they become same useless with it.

Extra ammo/Extra supplies for fire support mercs. Useless most of the time.

Vassili/Aimee with looter. They don’t get use of this 99% of the time.

Tolen+Drilled. Yes, you read right. Tolen with drilled has slower reload time than Empire-9 without augment and some really small advantage over MP400.

There are also 1st gen load outs that are better than 2d gen, but for some reason were removed. Fletcher H63>H61, Red eye D75, G41 are better than whatever he has in 2gen, Proxy gen 1 Ke12> gen 2 Ke12(imo Try hard was a lot more usefull augment for Proxy).


(doxjq) #14

The mechanic of springy isn’t buggy, but the description text of the augment is.[/quote]

What do you mean? They changed the augment didn’t they? You’re not supposed to be able to jump 3 times now, but I can often do it when using springy. [/quote]

They added stuff to springy and didn’t update what the augment description says.

Springy - Now also reduces Long Jump penalties as well as penalties for consecutive jumps

http://dirtybomb.nexon.net/news/5136/the-thunder-update

I marked the important bits for you.[/quote]

But surely if there is still occasions where I can wall jump 3 times consecutively, something is bugging out? It doesn’t work all the time, so I doubt the also is implying that the 3 jump mechanic is still there. Or are you saying the lesser penalties for consecutive jumps explains why I can jump 3 times?


(Press E) #15

I wouldn’t be sad if they removed the stilnotto. I’d rather use my bare fists.

Or at least buffed it. Maybe a speed increase.


(doxjq) #16

I’ve just recorded two videos of what I meant using Proxy with Springy. Uploading as we speak. In the first video I actually string together 4 wall jumps before I hit the ground, but in the second video I can only manage 2 jumps.


(doxjq) #17

When there is a huge delay between the jumps, it seems you can string together an infinite number of jumps?

In a normal instance, I can only wall jump twice, not three times like Springy used to let you do.


(Dysfnal) #18

@PewPewSkittles you can; quick slash phantom, far superior.


(Wolf_Darkrose) #19

augs realllllly dont matter man they only slightly change your game style so as long as you dont use them as a crutch you can play as normal with or without. i mean my aura and proxy run the highest rarity i can get them augs dont matter.


(Tanker_Ray) #20

[quote=“Apofenas;196571”]Chopper/Quick slash that are on Stilnotto. These augments won’t make rubbish “knife” to be usefull. Instead they become same useless with it.

Extra ammo/Extra supplies for fire support mercs. Useless most of the time.

Vassili/Aimee with looter. They don’t get use of this 99% of the time.

Tolen+Drilled. Yes, you read right. Tolen with drilled has slower reload time than Empire-9 without augment and some really small advantage over MP400.

There are also 1st gen load outs that are better than 2d gen, but for some reason were removed. Fletcher H63>H61, Red eye D75, G41 are better than whatever he has in 2gen, Proxy gen 1 Ke12> gen 2 Ke12(imo Try hard was a lot more usefull augment for Proxy).[/quote]

I would say Extra supplies became bit more useful after the CD reclaim nerf.

Tolen’s reload speed is the slowest among all MPs, which is 1.8sec = same as SMG-9.

But you have to consider there is no Drilled + MP9 combo, and MP400 + Drilled is only useful with H11 Proxy.(I’m sure mainly because of balance. It’s true that Tolen’s reload speed is slow, but MP9 and MP400 has extremely fast reload speed with cancel.)

In your case, I guess you might wrote this way after using H22 Fletcher.

But I really do recommend you to use P21 Vassili also, which is very decent with his Drilled Tolen.