New Augment in gen 3 loudouts

Comments

  • Something for Guardian that speeds up the cooldown rates of her team's abilities while they're within the Sky Shield.

    Being able to toggle Skyhammer's ability between a grenade as it functions indoors and the airstrike. Both have some uses and it would be nice to fake some airstrikes in certain positions or use it as a grenade outdoors as well.

    Actually, both of ^ those could/should be passives rather than augments. I don't know what I'd want for other augments. One that shortens the length of the spawn timers for engineers by a small amount? Increased movement speed augment on medics and engineers? Most of these ideas probably suck. I think the augments we have are fine as is for the most part.

  • GuziolGuziol Posts: 363

    Larger mags

  • JJMAJRJJMAJR Posts: 1,115
    edited December 2017

    Smooth - 8% less spread while moving.
    Priority - 20% less spread when not moving backwards nor strafing. (While this may seem OP it's actually really stupid to do a headlong charge against an enemy.)

  • Da_MummyDa_Mummy Posts: 235

    Pyromaniac: more Molotov Damage/larger radius
    Big Smoke (pun intended): increase to smoke duration
    Rise and Heal: faster get up with self revive
    Smart fuse: shorter fuse time for grenades on the ground
    Quick Supply: Ammo stations give out ammo quicker
    Launch arm: throw everything further (Stickies, Grenades, Mines, Snitch, etc.)

    I know they're all overpowered but just some things that I would like to see, maybe even as a buff to some mercs

  • GuziolGuziol Posts: 363

    dedicated secondary weapon boosts are something i'd like a lot actually.

  • @Guziol said:
    dedicated secondary weapon boosts are something i'd like a lot actually.

    pretty awesome if it were to put on phantom

    Hammock - Oh the Bliss (Reinterpretation) | Far Cry 5
                                                                    
  • Mr-PenguinMr-Penguin Posts: 2,250
    edited December 2017

    @Guziol said:
    dedicated secondary weapon boosts are something i'd like a lot actually.

    More ideas then!

    Gunslinger: Secondary weapons incur no movement speed penalty and reload 25% faster.
    Better This Way: Headshots on downed enemies with your secondary weapon instantly kill them.
    Steady Grip: Reduce spread increase per pistol shot by X%.
    Shoot First: Increase pistol fire rate by X%. (On cards with the Deagle, Caulden, and revolvers only.)
    Poised: Increase weapon switch speed by 100% while reloading your current weapon.

    0egQoN7.png
    Art courtesy of @Matuno
    IGN/Steam Profile Mr. Penguin
    Have an idea for a new merc? Then head on over to my Mercenary Suggestion Form and go post it!
  • GuziolGuziol Posts: 363
    edited December 2017

    I like "better this way" if not for practicality then for flavor. It always feels great to down somebody and then swap to a revolver and hit them in the head while they are on the floor. Plus i hate sparks so anything that makes her job harder is nice.

  • JJMAJRJJMAJR Posts: 1,115
    edited December 2017

    A lot of the "increase damage to downed enemies" indirectly nerfs Nader more than Sparks.

    On one hand, Nader is weakened when she's not very strong (despite the salt she creates).
    On the other, it could give precedent to have Sparks's abilities buffed.

    I'm not comfortable with this perk.

  • GatoCommodoreGatoCommodore Posts: 4,326
    edited December 2017

    One In the Chamber: an extra round in magazine

    Hammock - Oh the Bliss (Reinterpretation) | Far Cry 5
                                                                    
  • Unstoppable:You can run and doing melee(Only phantom and kira or maybe new merc who have katana)

  • henki000henki000 Posts: 427
    edited December 2017

    Runner: Sprinting speed is increased.
    High Jumper: Jumping height is increased.
    Long Jumper: Jumping distance is increased.
    Tracer Ammunition: Projectile trajectory is visible.
    Multi-gunmentalist: Pick weapon (melee, primary or secondary) from enemy corpse. Random drop.
    Harakiri: Able to do suicide and not give kills to enemy. Only available for katana wielder.
    C4 bonker: Plant C4 anywhere, but only 1 at time.
    Gangsta: Aim pistol in stupid position (side grip) that looks cool. Aim assist to downed enemies head, otherwise slightly decreased accuracy.

  • @henki000 said:
    Runner: Sprinting speed is increased.
    High Jumper: Jumping height is increased.
    Long Jumper: Jumping distance is increased.
    Tracer Ammunition: Projectile trajectory is visible.
    Multi-gunmentalist: Pick weapon (melee, primary or secondary) from enemy corpse. Random drop.
    Harakiri: Able to do suicide and not give kills to enemy. Only available for katana wielder.
    C4 bonker: Plant C4 anywhere, but only 1 at time.
    Gangsta: Aim pistol in stupid position (side grip) that looks cool. Aim assist to downed enemies head, otherwise slightly decreased accuracy.

    Multi is more like cod(Call of duty)

  • Mr-PenguinMr-Penguin Posts: 2,250

    @henki000 said:
    Runner: Sprinting speed is increased.
    High Jumper: Jumping height is increased.
    Long Jumper: Jumping distance is increased.
    Tracer Ammunition: Projectile trajectory is visible.
    Multi-gunmentalist: Pick weapon (melee, primary or secondary) from enemy corpse. Random drop.
    Harakiri: Able to do suicide and not give kills to enemy. Only available for katana wielder.
    C4 bonker: Plant C4 anywhere, but only 1 at time.
    Gangsta: Aim pistol in stupid position (side grip) that looks cool. Aim assist to downed enemies head, otherwise slightly decreased accuracy.

    Runner- Movespeed buffs aren't a great idea, seeing as that screws up the speed/HP ratios. How about something more situational...

    • Mad Dash: Gain X% increased movespeed for 1 second after being damaged.

    High and Long Jumper are both covered by the existing augment Flying Pig (or was it Springy?), which increases long jump distance IIRC.

    Tracer bullets would be more of a detriment to the user since it highlights your exact position to the enemies.

    No gun pickups please...

    "Harakiri" can already be done by pressing K, and why the hell would anybody want an augment that encourages death and failure (I'm looking at you, Try Hard)?

    I don't understand C4 Bonker at all. It allows you to plant C4... anywhere? Sounds more like a merc ability than an augment.

    Gangsta is a straight nerf to your pistol.

    0egQoN7.png
    Art courtesy of @Matuno
    IGN/Steam Profile Mr. Penguin
    Have an idea for a new merc? Then head on over to my Mercenary Suggestion Form and go post it!
  • Da_MummyDa_Mummy Posts: 235

    @henki000
    Gr8 m8. I r8 8/8.
    At least those ideas made me laugh :smiley:
    I hope you don't mean it as serious as everyone else thinks it is.

  • Some are jokes, some serious.

    Gunslinger: 15% more accuracy, 15% more fire rate, 15% faster reload to revolvers

    Marksman: 15% more accuracy, 15% more fire rate, 15% recoil reduction to semi-automatic rifles(not including moa)

    Napalm cocktail: Molotovs burn 10% longer and do 10% more damage.

    Arty Party: 25% reduction to ammo pack refresh rate

    Electrified Shield: Turtle's shield will deal 5 damage to any enemies who make contact.

    From the Ashes: Phoenix does an automatic 10 damage fire pulse that damages any nearby enemies upon a successful self revive.

    Cyro Mines: Enemies are frozen for three seconds. Does 10 damage. Can be negated by friendly molotov.

    Incendiary ammunition for sniper rifles: Targets burn for an additional five damage-does not stack.

    Special Hippy Smoke: Red Eye's smoke is now green and any enemy who walks through it will have blurred vision for five seconds.

    Here comes the Boom: 15% area of effect increase for explosives in return for 15% longer replenish rate.

  • LifeupOmegaLifeupOmega Posts: 2,056

    ^ All of these seem incredibly out of place for DB, I would honestly hate to see any of them in the game barring maybe the shield.

    Reminder that it's always okay to vote kick a sniper, no matter how well they're doing.
  • Nurse: Increace time required to help out a team mate by 25-33%. (May be those 4lvl Skyhammer, Vassili, Phantom, Proxy, Sparks will spend less time helping you out now)
    Hard hand: Accuracy increaced/recoil decreaced
    Vandal: Increaces damage done to objectives
    Long range: Range of your melee attacks increaced
    Supplier: for Kira/Stoker/Jav increace ammount of given ammo; for Skybro/Arty increaces affect on cool down from direct hits (Knowing SD, they would put it on Skyhammer with extra ammo and extra supplies in one load out XD)
    Explosion master: Increaces damage done by your explosives by x% (Basicly opposite to unshakable)
    Spotter: Opposite to Enigma, Increaces duration of spotting targets (Vassili would make a good use of having enemies spotted almost non-stop)

  • Da_MummyDa_Mummy Posts: 235

    Btw we should also talk about augments that might get removed. Sure none of the ones we have right now are as useless as some of the first edition memes (looking straight at you Pinaple juggler) but there might be some that we won't see again in the future. How about those.

  • LifeupOmegaLifeupOmega Posts: 2,056

    @SiwaonaDaphnewen said:
    Hard hand: Accuracy increaced/recoil decreaced
    Long range: Range of your melee attacks increaced
    Spotter: Opposite to Enigma, Increaces duration of spotting targets (Vassili would make a good use of having enemies spotted almost non-stop)

    All would be broken honestly.

    Reminder that it's always okay to vote kick a sniper, no matter how well they're doing.
  • JJMAJRJJMAJR Posts: 1,115
    edited December 2017

    Willpower: +25% downed HP
    Escapist: +10% damage reduction while sprinting (not confident in this one)

    @Da_Mummy said:
    Btw we should also talk about augments that might get removed. Sure none of the ones we have right now are as useless as some of the first edition memes (looking straight at you Pinaple juggler) but there might be some that we won't see again in the future. How about those.

    Is Stoker the new tryhard merc?

    Explodydendron + Bigger Blast when?

  • A scope for sparks revive rifle

  • 1) aint that a kick in the head: landing multiple headshots in a row deal x% more damage (eg starts at 50 head shot then 52.5 then 55 etc.)
    2) hush: abilities make 30% less noise (eg javelins charge up on rocket)
    3) marksman: landing 3 headshots in a row fully reloads a weapon with no animation
    4) under the radar: proxy mines (only) wont react to you unless shot
    5) right back at ya: if an explosion kills you, after 5 seconds you will get back up unless finished
    6) run and gun: after killing a merc you will take 10% less damage and deal 10% more damage
    7) take a risk: when downed you have a 50% chance to drop a live grenade you also have a 50% to respawn 10 seconds later than before
    8) buzzing: run 20% faster for 10 seconds after spawning
    9) stallion's kick: when you ads you gain 10% more damage but have 25% more recoil
    10) patience is key: deal 10% more damage but fire 10% slower
    11) impatient: reload 33% faster but have 10% less ammo per mag
    12) keen eye: shooting an enemy will spot them for 3 seconds
    13) Norway's nurse (Javelin only) Javelin no longer gives ammo but she gives out health in her old ammo area
    14) augment roulette: gain a random augment on respawn
    15) tale tales: find a myth from each character's country, name, backstory and link it to one of their abilities (Javelin calls in some Norway myth like ragnarok)
    16) shell shocked: if you damage but don't kill someone with your explosive ability they have a loud ringing noise.
    17) kind soul: if you help up a team member (as a non medic), you get full health, ammo and all of your abilities have 50% or their cool down taken off
    18) messy job: if you down someone with a headshot they will bleed out in 5 seconds
    19) get through this together: if you get revived you always get full health.
    20) ballsy move: tea-bagging

  • LifeupOmegaLifeupOmega Posts: 2,056

    @javelin_main said:
    1) aint that a kick in the head: landing multiple headshots in a row deal x% more damage (eg starts at 50 head shot then 52.5 then 55 etc.)
    3) marksman: landing 3 headshots in a row fully reloads a weapon with no animation
    5) right back at ya: if an explosion kills you, after 5 seconds you will get back up unless finished
    6) run and gun: after killing a merc you will take 10% less damage and deal 10% more damage
    7) take a risk: when downed you have a 50% chance to drop a live grenade you also have a 50% to respawn 10 seconds later than before
    9) stallion's kick: when you ads you gain 10% more damage but have 25% more recoil
    12) keen eye: shooting an enemy will spot them for 3 seconds
    17) kind soul: if you help up a team member (as a non medic), you get full health, ammo and all of your abilities have 50% or their cool down taken off
    19) get through this together: if you get revived you always get full health.
    18) messy job: if you down someone with a headshot they will bleed out in 5 seconds

    All broken, overpowered, or both.

    @javelin_main said:
    4) under the radar: proxy mines (only) wont react to you unless shot

    Targets a single merc, pointless and unnecessary

    @javelin_main said:
    2) hush: abilities make 30% less noise (eg javelins charge up on rocket)
    10) patience is key: deal 10% more damage but fire 10% slower
    11) impatient: reload 33% faster but have 10% less ammo per mag

    Pointless and potentially broken on a per weapon basis. Also infringes on Drilled.

    @javelin_main said:
    16) shell shocked: if you damage but don't kill someone with your explosive ability they have a loud ringing noise.

    Unnecessary and annoying.

    @javelin_main said:
    8) buzzing: run 20% faster for 10 seconds after spawning

    Could probably be balanced to work, 20% is a lot though.

    @javelin_main said:
    13) Norway's nurse (Javelin only) Javelin no longer gives ammo but she gives out health in her old ammo area
    14) augment roulette: gain a random augment on respawn
    15) tale tales: find a myth from each character's country, name, backstory and link it to one of their abilities (Javelin calls in some Norway myth like ragnarok)

    This just seems to add pointless abilities to the game for no reason. Roulette could make for an amusing mode in the same vein as TF2's randomiser though.

    Reminder that it's always okay to vote kick a sniper, no matter how well they're doing.
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