Lock On augment description says: ‘Turrets, Mines and other automated defenses react 30% more quickly.’ So why it is not avaliable for any Proxy’s loadout only Bushwhacker has it?
Why Proxy doesn't have Lock On augment?
Nah, she does not have… ;<
All Proxy’s loadouts:
R51 Venerable Close Assault (Quick Draw, Quick Slash, Springy)
H11 Superb Close Assault (Drilled, Enigma, Cool)
KE12 Supreme Operative (Try Hard, Pineapple Juggler, Double Time)
R22 Turbo Close Assault (Flying Pig, Double Time, Looter)
H22 Turbo Close Assault (Try Hard, Springy, Enigma)
KE21 Elite Operative (Fail Safe, Pineapple Juggler, Chopper)
R23 Adept Close Assault (Quick Slash, Looter, Cool)
KE53 Elite Operative (Guardian Angel, Drilled, Quick Draw)
I’m guessing it’s because her mines react really fast when people walk over them already and giving them 30% faster speed would make long jumping away from a mine or just surving a mine blast a bit too hard.
They do need to rephrase that augments text though since it does mention the mines.
That’s odd, never noticed because I haven’t played Proxy enough to really care, Her mines seem to work well enough as it is.
But they should definitely do something whether it is rephrasing the perk or adding it to her Loadouts.
[quote=“Nexx;66538”]They do need to rephrase that augments text though since it does mention the mines.
[/quote]
Maybe it means that eventually there might be a new merc who has their own kind of mine and will be able to have this augment? That’s the only reason I can think of for the description being like that. The devs are probably just leaving their options open.
[quote=“GrandMasterFalcor;66604”][quote=“Nexx;66538”]They do need to rephrase that augments text though since it does mention the mines.
[/quote]
Maybe it means that eventually there might be a new merc who has their own kind of mine and will be able to have this augment? That’s the only reason I can think of for the description being like that. The devs are probably just leaving their options open.[/quote]
If this ever happens it will be very long time until it comes since no new mercs except for javelin are even mentioned right now, and new mercs will come after all the ones that are already finished, makes more sense to remove the “mines” part of the text for now atleast.
The loadouts, overall, definitely need some work.
Proxy-No lock on
Fletcher-Has lock on, not sure wtf it does for him…
Pineapple juggler-…does this thing work?
etc.
[quote=“Mccoolenstein;66827”]The loadouts, overall, definitely need some work.
Proxy-No lock on
Fletcher-Has lock on, not sure wtf it does for him…
Pineapple juggler-…does this thing work?
etc.[/quote]
Some say it does, others say it doesn’t but its too situational of an ability, meant to be used against Fraggers that don’t cook their grenades that it just isn’t worth using.
I also believe Ice Cold for Rhino doesn’t work and isn’t worth using compared to Nitros as tap firing lets you go without overheating.
Redeye doesn’t have Undercover which should increase his smoke duration, which is only available for Phantom, which I think has no effect on his Refractive Armour.
Bomb Squad has a nice ring around both friendly and enemy mines but in my mind should have an icon over them as the mines themselves already glow when armed and maybe a way to function against turrets and sticky bombs.
Springy needs a bit of rephrasing.
Cool needs to be tweaked in a way or changed for the most part as many characters who are very much fragile have it.
The opposite can be said about Try hard as I can understand Proxy or Bushwhacker having it as they’re more likely to not kill by themselves, working on objectives if their mines or turret aren’t available but Rhino and Skyhammer aren’t likely to make use of it as they’re roles focus on killing the enemy team.
Chopper was nerfed simply because it on Phantom with a katana was insanely powerful along with the control one could have with it, now Chopper was made weaker and Melee in general clunky.
That’s all if they even work, I’m not sure which even work now.
Augmentation in general are out of whack, dood.
I think the reason the lock-on augment mentions mines and it being included on fletcher is because his stickies used to act like mines but that has since been removed, leaving a rather useless augment on fletcher.
Bomb Squad is actually pretty damn helpful. When using it I haven’t stepped on a mine unintentionally even when I’m not paying attention. That being said, yeah, it’s not as useful as say Untrackable.
Honestly, I wouldn’t want Lock-On on Proxy. I rather have a perk that arms mines faster. I could have killed so many people if it armed just a little faster.
She does have it in a few loadouts.[/quote]
She doesn’t. There’s not even one loadout card with a close enough augment.
It’s a bit sad that there’s no loadouts like that. Especially since Lock-On Proxy makes much more sense than Lock-On Fletcher.
You shoot.
You can shoot your own mines to detonate them long before they arm, even without the quick-swap loadout.
Fletchers sticky bombs used to be mines. That’s why he has lock on. When the devs get around to fixing lock on for him his stickys will detonate faster.
You shoot.
You can shoot your own mines to detonate them long before they arm, even without the quick-swap loadout.[/quote]
The problem with that is that I’m usually running away while I throw the mine so I don’t usually have time to turn and shoot it.