Can you please make use of multi-quote and post all of your replies in one post rather than making 4 separate ones in a row
Why double-time is useless to me
Thatâs what your myriad of posts seems to suggest. Just because you donât like how an augment works doesnât mean others might not find it useful.
Just because you and other people havenât taken the time to learn how to use it doesnât mean itâs bad or in need of a rework.
Itâs like saying fletcher is bad because he takes too many buttons, lol. You just need to get used to it.
Besides, reworking it is a terrible idea anyways. For the people like me who actually have playstyles built around doubletime and have bought specific cards accordingly, losing it because of a handful of people who canât be bothered to learn how to use it properly isnât the best. If you donât wanna learn how to use it, thatâs fine, but donât call it useless because of that, when there are a lot of us who do enjoy it xP
I personally agree with you Hadron. But I have found a few very small uses for it, usually both merc AND gun specific. Example, dreiss and double time on Kira SURE! Shotgun and double time? Iâll take it. Br-16 or m14 and double time? Can I PLEASE just have drilled?
When it comes down to it. I would say 90% of the time I would take drilled in place of double time. However I think it comes down to preferring drilled because I already reload the moment most firefights are finished (and if I have to reload during a firefight that Iâve already emptied my clip Iâd rather have quickdraw or drilled than double time) frequently with perfect reload canceling and I already have excellent map movement: all double time does for me is trip me up or allow me to play certain characters marginally better positioning wise⌠On snipers itâs just⌠not needed.
NOW. If they ever allow us to Customize our loadouts like what had been shared for MONTHS now, then this will stop being a problem because the people who want double time can have it, and I can have it specifically on the mercs I want it on.
learn something else besides using both primary and secondaryâŚ
like âreload while sprintingâ so you learn to appreciate being in cover while you get back to the status of firing on the move.
All the augments are pretty useless in general
But thatâs why I donât complain about them. They SHOULD be pretty useless. All they should do is make you feel like you have some minor advantage without actually giving one. The reload animation is less than a second already so you really donât gain any significant distance by running while reloading. But sometimes youâre under fire and need to duck behind cover and you reload and run and think âOh man what a busted abilityâ
When in reality you shouldâve:
- Sucked less and killed the person you were shooting before you ran out of a clip
- Paid attention to your bullet count and reloaded long before engaging the enemy
- Not have engaged a 2v1 thinking youâre hot shit and then got stuck without bullets when you used a whole clip wasting one of them
But again, thatâs whatâs good about augments. You only THINK itâs useful. But unless youâre playing in the tippiest of top tiers, they give no true advantage
Ok, but Potent Packs on Phoenix is like super useful tho. I can agree with pretty much everything else tho.
Wait, weâre bothering to talk to people that donât think/arenât playing in the tippiest of top tiers? Iâve been doing this whole forum thing soooo wrong.
I will argue the compounding utility of augments anyday. And yeah, augments may suck in certain scenarios, but ones such as unshakeable on medics, or ALL the medic augments make a HUGE difference in gameplay. Playing Phoenix without potent packs or extra supplies absolutely does NOT feel good.
Some people just dont want to use those buttons, to me it feels out of place (i see its use) but as said I dont play like that XD
Not that i dont want to learn how to use it, just I dont want to use it, and doesnt provide much help in a multitude of cases. (especially snipers). Yeah some do, but still.
Yes and No
All those things stated of what you should of done, indeed
And yeah augments shouldnt be so strong its basically a guaranteed win
But at least stat augments affect something, in the end if you dont play like double time, you dont use double time, its a wasted ability slot
Yeppppppppppp
Or recharge augment (which chops off like 5 seconds) or (-1/6) is hella useful
Or staying behind your team to provide fire and heal support safe from explosives
Which ones? The quarter second time savings you get from Get Up? The ever so incrementally larger heal radius of Aura stations that doesnât work through walls or around corners where youâll be hiding your station from fire? The 1 second cooldown savings on Phoenix? The speedier health pack refill for Sawbonez that still gets cancelled by damage? Or the ones that make Sparks health continue to be pitiful?
I dunno, doesnât feel that much different for me. I rarely have a cooldown above 5 seconds with Phoenixâs health booster when using the augmentless card and my teammates are always maxxed on health or close to it. So either Iâm doing something wrong at the top of the board or people are waiting way too long to heal their team. Protip: You donât always have to get your buddies to full health; giving them more health that their opponent in a firefight automatically gives them an unfair advantage.
Like I said, theyâre fine, but completely unnecessary. And unless youâre up against players where an extra frame of input lag means the game is lost, the tiny savings you get to your cooldowns and the +20 extra health you get isnât going to change the outcome of the match in any way.
As much as you argue the compounding benefits of augments, Iâll always argue that playing smart mitigates the need for any augment. The augments are there for the rare and random emergency when you make a mistake and get in a bad spot. I personally would rather die from my error and then learn to not make those mistakes. Because when youâre playing at the top, they WONâT make those mistakes AND theyâll have the augments to help their pushes.
So if youâre so used to augments making your mistakes feel like legitimate tactics because your augment helps you survive them, youâre just going to get wasted at higher levels. Stronger play > Augments. The augments support the strong play. They donât make stupid plays into strong ones.
You literally just posted a reply below someone that multi-quoted, you can do it.
Hit reply at the bottom, use the top half to scroll to people you want to reply to, highlight the text of their post you want to quote then click âQuoteâ above it. Itâll add each quote to your reply.
Out of all the mercs that have doubletime, Iâd say itâs only âuselessâ on a few of them. But even then, most of the cards that have doubletime also have weapons that benefit a lot from them. For example, skyhammer is too slow to make the most out of doubletime, but on his RB itâs actually very useful.
With vassili, no, itâs not really useful. But having weird loadout cards isnât really that unusual. For example, quick eye or recharge on guardian. I mean, itâs better than nothing, but they both barely affect her.
And again, thatâs not a reason to rework doubletime. Itâs just a reason to introduce gen 3 and stop giving it to mercs that canât benefit from it fully.
Pro-tip: Click reply on the person you want to quote, click the quote whole post button, then click reply to a different comment and click quote whole post again.
Thereâs probably an easier way to do this but this forum still confuses me sometimes.
EDIT: Lol @DarkangelUK beat me to it
This is one is really funny.
I bet you have this attitude about a lot of things in this game. It would explain a lot of complaining posts you made in the past (Fragger, Proxyâs mines, and so onâŚ)
well now that you taught me how to do it, i can do it
I thought you meant reply to multiple people in 1 thingy