Useless augments.


(Amerika) #21

Yeah I agree that most seem pretty bad. When I’m looking through loadouts to choose a good one to get it becomes more of a ‘which has the least bad’ then ‘which has the most good’.[/quote]

Yeah, but under the current system it sort of has to be that way. For example, if there was a card that gave you Drilled, Focus, Explodydendron the LMG, the 6 shooter and the bat nobody would use anything else. Well, except for people who would want to swap the LMG for an M4).

I think they do a good job of making the augments be less of a requirement and more of a balancing act and have balanced rather well as there are few cards that stick out as too good. And the few that were too good had their augments nerfed or the weapons nerfed or buffed.


(Eox) #22

@Gi.Am

[quote=“Gi.Am;26017”]Augments are fine imo (those that don’t work aside i.e. the fall damage one. If its still not fixed) for 3 reasons.

  1. Augments are not ment to be game changing strong.

  2. The Augment combination is balanced together with mercs (there is no 20% faster repair for proxy anymore, remember that was fun ^^) and weapons (i.e. the only loadouts that feat. both turret augments for Bushwacker are only avaible with a Blishlok).

  3. It largely depends on the playstyle. Some augments that might be useless for you, might work for someone else (for example the obsidian Arty has chopper. Imo if I have to resort to melee weapons with Arty I do something wrong. But I can acknowledge that samurai Arty is a thing).
    [/quote]

I’ll give you that counter exemple : CR73 Companion Operative from Sawbonez. Widely admitted being the best loadout from Sawbonez hands down. A really strong one, as the benefits are, seriously, pretty big (more health for defib’d allies, packs that heals faster). I can also bring you two Proxy loadouts (one SMG, one shotgun, so you have one for each playstyle) that are really above the others, and I am pretty sure that I can find more “gem loadouts” with other mercs. I’ll give you the third point though, but it’s not general.

Focus: All weapons suffer from aimpunch in ADS even SMGs. In longer range situations you do get benefits using ADS even on SMGs. Nader specifically (can’t comment on shotguns not experienced enough, tho the ahlud is pretty potent on midrange) is often in longrange engagments, due to her nadelauncher. But because they don’t kill most of the time, you have to do alot of cleanup. So you are doing a surprising amount of cleanup (and the crotzni is perfect in those situations)

I am really convinced that a good player won’t even ADS a longer ranges with a SMG. Except with a Blishlok maybe, and I am still not even sure. I actually think that a good player will just try to get closer. I don’t think it’ll make your nade launcher useless : you have to be kinda close if it does not detonate on impact.

Failsafe: While I kinda agree that most of the time Arty doesn’t need it. I had some situations aiming that thing in closerange or having a aim that went bad and instead near the EV directly ontop of my cover. As for Proxy I have killed enough Proxys by shooting their mines infront of them. They might have survived with failsafe ^^.

Error from the Proxy then. Never dance on your mine, especially if it’s an easy one to aim for. You earned that kill.

Cool: Simple, faster Mercs can flank better. Therefore can get to MGs behind the enemy (like the always fun trickjump spawn MG Chapel Elevator). In those situations HP is irelevant and having cool might mean you can kill 5 instead of 3 before overheat.

I am pretty sure a good team (or at least a good player) will spot the fact that you are flanking with a MG. This will also won’t work that much in competitive where the opposite team will communicate. Also, is cool really needed to flank with a MG actually ? Let’s face it, okay you may use it with a light merc. I did this myself too. But will you really stay at the MG untill it overheats ?

Spares: Ok that is the big one. Having spare on any of the firesupport guys is huge (relatively see 1.) More magazine storage for yourself, means less ammopacks go to yourself, means more ammo for your teammates and fewer situations where you run out of ammo, because you gave all away and have cooldown now (it happens don’t ask). Additional having one mag more means less delay because of refill in combat. Spares is especially great on Kira since she can stay longer in combat before she has to go back to the ammo station.

I’ll give you that one… I still think that it’s not a good choice though.

Try Hard: I give you that one / Not gonna touch this

Pineapple juggler: Since I have never ever seen someone use it and the only one it works against, never ever throws a nade in a fashion, that you could use it (hey another reason why primed frags should be the norm and primed ones situational). I would agree with you but only if the fuses / call ins are still ticking after pickup. So that it will be a high risk / reward thing.

Glad we agree on something at least ! XD

And yes, Pineapple Juggler should not cancel the detonation once you have it in hands. It would maybe be too much if it did.

Enigma: I think its fine never actively noticed the effect but I would assume that it increases the chance that some of the enemy team will miss your spotter icon.

As far as I know, it removes you from the radars faster if you enter in a heartbeat sensor (it’s effect lasts a bit when you exit the area of effect).

Lock on: for me mostly hinges on the question of how much does it improve other merc abilities i.e. how much sooner is a proxmine going off how much faster is a turret really reacting if they are in the same region I would argue that the augment is fine but might need a slight buff.

Actually, I am not really saying that the augment is underpowered. I am more saying that the augment does not work with Fletcher. Like… At all ! Glitched, broken, bugged, tossed on a wall. :confused:


(B_Montiel) #23

As of now, augments that give improvements are role and weapons related. The rest is just meh. At the opposite of bad augments, there’s still a lot of things to say upon those considered as good ones. Most of them have been quite nicely balanced recently and this reduced the advantage of quick draw and drilled just to mention a few. Double time is far above everything else with light mercs right now. Aura and proxy both have the ability to run away easily. Double this by the ability to reload while sprinting, you obtain something that allows you to hit & run pretty much all the time…


(Amerika) #24

Double Time is my favorite augment in the game. But the two augments that comes with the SMG loadout aren’t very good. I’m fine with this because Double Time is just that good/useful. I do hope that they put something else in the place of Pineapple Juggler though which will immediately make that card better.


(Eox) #25

I positive Pineapple Juggler can be something fine to have on a loadout. It just need to be much less situational (at the moment it only works with Fragger’s nades, and it’s not that fine, especially since those are cookable).


(Amerika) #26

Yeah I know and commented on what I wanted to see earlier :slight_smile: But if they can’t or do not want to fix it I’d like to see it replaced.


(Gi.Am) #27

Ok the CR73 sounds broken.
Thats 3 ability augments and a good weapon. Hmm I guess the logic for that was, someone who is repairing can’t heal/revive and vice versa. Still too strong with a crotzni that most definitive needs a fix. I would vote for a blishlok and one of the health augments changed to something else.

ADS is a good thing and I have seen enough ADS in the dirtycup matches to argue that even pros will use it from time to time and in between on any weapon.

It’s not necessarly Proxies fault. Sometimes she has to step into the outside of the AOE or pass it since its in or near her way or you surprised her while she was reclaiming it.

For Cool first regarding the pros well the tactic worked good enough for atleast one team in the dirtycups (can’t remember the match up was a bushwacker if my mind serves me right).
For Overheating itself the MG overheads pretty fast if you have to fire it longer than short bursts. I certainly missed several kills because that thing got hot already.


(Eox) #28

@Gi.Am

I’ll check some competitive games to make me an opinion then.

It’s not necessarly Proxies fault. Sometimes she has to step into the outside of the AOE or pass it since its in or near her way or you surprised her while she was reclaiming it.

Well, you know what we say in that case : always be aware of your surroundings… Well you can’t be always aware, that’s a lot of work. Yet, back when I played Proxy I don’t remember being killed by my mines a lot, and I always though it was my own fault for sticking too near of my mine.

Ok the CR73 sounds broken.
Thats 3 ability augments and a good weapon. Hmm I guess the logic for that was, someone who is repairing can’t heal/revive and vice versa. Still too strong with a crotzni that most definitive needs a fix. I would vote for a blishlok and one of the health augments changed to something else.

Well, if it makes you feel better, tell you that it’s a bit the same for every mercs. One loadout uber powerful, seven others scrubbed from the barrel. :stuck_out_tongue:


(subtleDoll) #29

“some people are willingly suiciding themselves on the opposite team just to build it up”
no way that happen, with +30hp you are far to be invicible and you lose the bonus at the next respawn if you kill someone. And you lose time to build up.


(_Sniff_) #30

Was that tested with Skyhammer’s throwable? I know it goes off as a grenade indoors.
[/quote]

It was tested with every explosive. Only Fragger’s nades work.


(Eox) #31

I actually said that it wasn’t a viable strategy in the quote. I just didn’t explained why it wasn’t though. But it’s more or less what you explained plus the fact that you waste a lot of time by doing this. However I still positive that it wasn’t created with that kind of utilisation in mind at first, and the concept is horrid anyway.


(LifeupOmega) #32

So many of the augments need rebalancing or flat out changing. Pineapple Juggler is something I never see used because any Fragger with over an hour played knows that they can cook nades. It’d be better off replacing it.


(Eox) #33

Replacing, probably not. We can simply make it work with more explosives (Skyhammer’s airstrike, Nader’s grenades (martyrdom included ?), maybe Fletcher’s grenades ou Proxy’s unarmed mines). This would make Pineapple Juggler much more interesting.


(Eox) #34

Edit failed. Ignore. :confused:


(LifeupOmega) #35

Yeah, don’t know why the second half of my post didn’t post. Afterwards I added that if they at least fixed it to work on all other mobile explosives it would make it useful.


(Eox) #36

I have also glitchy issues with the forums when I have some ping. No worries. :stuck_out_tongue:


(kittenishBlender) #37

[left]“Tryhard” can be a really big trouble with rhino, hence I think this augment should be reworked.

“Pineapple Juggler” should also work for both nader’s martyrdom and nades(It would really be useful on narrowed map such as underground.) but also for skyhammer’s airstrike. Because atm it’s only effective againts fragger, this augment is way too situational :frowning: .[/left]


(Eox) #38

Well, the problem is not Try Hard on Rhino. It’s Try Hard as a whole. :lol: