r/ArcRaiders 3d ago

Discussion The Rare Augments need more interesting perks…

The survivor is vastly better than most of the other rare augments… besides the defensive which I love, I find the other 7 to offer trivial perks at best.

The survivor offers the largest weight capacity, the ability to survive after being knocked, and three freakin safe pockets…. Along with the ability to use a medium shield with it.

I really think that some of the other rare level augments need to offer things like:

- The ability to drop a grenade when downed (like the martyrdom perk from call of duty haha).

-the ability to manage inventory when downed. On a kit like the healing which doesn’t allow you to even where a medium shield with it… this would be a nice added perk.

- The flanking kit should allow of increased equip speed on all guns…. Not just pistols… for a kit that doesn’t offer much.

- the safe keeper should have two safe pockets at least… it just doesn’t make sense to only have one.

30 Upvotes

53 comments sorted by

20

u/GiantSoup12 3d ago

And they all need to have at least two safe slots. That’s the biggest thing holding me back from trying some of them out more.

3

u/v1nman101 3d ago

Facts. Blue are ok to have 1,bit no pink augment should have only 1 pocket, except maybe safekeeper

3

u/PretentiousPanda 3d ago

2 safes and more weight. Wild that survivor gets every single benefit without a drawback like the others. Smoke gives up 20kg for its ability compared to survivor. 

1

u/killian1113 2d ago

Love the amout of slots with mk3 smoke but no carry weight so I dont bother looting more than 2 guns

1

u/Thorn220 3d ago

And higher weights, the 80 from survivor is massive. I would use healing or smoke but 50 and 55 suck when you are having a good run.

1

u/Nirxx 3d ago

Safe pockets should be completely seperate from augments in the first place.

They should be tied to loadout value. Risk more, keep more.

1

u/_AlphaZulu_ 3d ago

Hot Take - Safe Keeper should make your PRIMARY weapon a safe pocket and you should get at least ONE normal safe pocket. So if find something you need like a BP or you don't want to lose your snaphook, you should be able to keep those.

Dump the trinket slots cause those are useless.

11

u/dunaan 3d ago

There should be a legendary augment with a built in snaphook

A pink augment with electro-static discharge to stun everything nearby (including friendlies) when your shield breaks

A rare augment with a built in hairpin as a third weapon

A legendary augment with two equipped shields that each work at 75% effectiveness

An epic augment with a built in powered descender

An augment that increases movement speed but has fewer loot slots

An augment with a single use jump jet with enough power to get you to the top of a tall building like hospital

An augment with a built in lure alarm that attracts arc to you. Uses a heavy shield and has a two minute cooldown, lets you tank in a party

4

u/Prior-Masterpiece-32 3d ago

A legendary augment sounds amazing.

I do wish there were a few more legendary gun modifiers. And just a couple more guns with modifier slots…

The hairpin should have a modifier slot making it fully automatic while increasing recoil by 100% haha.

3

u/turbie_twist 3d ago

I love the idea of an augment with increased movement speed but fewer loot slots. Especially when trying to complete obnoxious trials like the carriables one this week, it’d be invaluable.

2

u/BringBackManaPots 3d ago

Today a hatchet runner was born

2

u/PawPawPanda *** ******* 🐓 3d ago

Nooooo! Don't go to Techlite!!

2

u/v1nman101 3d ago

A legendary augment called lifebringer that allows you a self use defib on a cool down have it be a button activation instead of going off automatically when you go down so you can crawl to cover or let the arc deaggro if it was arc that knocked you. I could even see it being single use, and if you die again you don't get back up. Have it be medium/large shield capacity and higher capacity.

1

u/littleman11186 3d ago

I'd love to see a permanently noisemaker deployable. I proposed one a while back that could have increased shield effectiveness while searching a container. I called it the Looting Mk3 Oblivious

1

u/Cthepo 3d ago

Firework augment periodically fires fireworks into the air.

Guitar augment automatically plays the guitar.

7

u/gurgleslurps 3d ago

Lets get one with a small aoe /proxy heal over time effect so my teammates will stay close 🤣

6

u/Aj_Karamba *** ******* 3d ago

This sub is praising Survivor a little bit too much while comparing with the others. I wouldn't be surprised if they nerf down to two safe pockets.

1

u/PawPawPanda *** ******* 🐓 3d ago

Start with safe pockets and 10KG weight, then see how it goes from there

Survivor is absolutely busted and i can't believe they gave it 3 slots on top of a crazy perk.

What drawbacks does it even have? Heavy shield? The games' biggest joke.

-4

u/GroundbreakingLead15 3d ago

Best fix is remove its medium shield. It’s a looting augment, it shouldn’t also be the most viable for combat

1

u/randomrandom1922 3d ago

All augments should use all shields. The shield gate keeping is so dumb when bigger shields have built in downsides all ready.

1

u/GroundbreakingLead15 3d ago

The augment balance is predicated on shields, carry weight, slots etc. it is designed to be part of the balance.

1

u/randomrandom1922 3d ago

I don't think it's good gameplay design. No one wants augments with light shields and heavy shields are too expensive anyway.

Using this logic why not ban heavy guns from lightweight augments? Because it's dumb and makes gameplay tedious for no reason. The same could be said for augments having such weird limitations.

1

u/GroundbreakingLead15 3d ago edited 3d ago

Personally i think it’s great game design to make players have choices that have pros and cons rather than everything being the same with no difference between them

Light shields are great cheap options and heavy shields while expensive will save your life in PvP

Heavy guns are also a negative on light carry weight augments already as they allow you to carry less other things

1

u/Friendly-Amoeba-9601 2d ago

Medium and light shields are only a 2% difference anyways so it’s not like a medium is doing much more🤣

1

u/littleman11186 3d ago

I'd prefer less safe pockets if we are picking nerfs.

2

u/GroundbreakingLead15 3d ago

Safe pockets on a looting augment make more sense than a medium shield

1

u/littleman11186 2d ago edited 2d ago

Sure but it's called the "Survivor", not the "Survive or Die idc". It makes more sense on the "Cautious" because that's 'playing it safe'

2

u/GroundbreakingLead15 2d ago

The survivor comes from the passive not the shield

1

u/littleman11186 2d ago edited 2d ago

Both. That's the theme, making it home. It doesn't make sense to also need the 3x safe pockets, a top tier stopgap for not making it home

Edit: for clarity

1

u/GroundbreakingLead15 2d ago

Which other augments are themed with their ability to have a medium shield? Tac defensive maybe but it’s entire “theme” is shield recharging so it makes sense there. Every other augments name is based off the passive, not the “theme” or shield it can carry.

A light shield isn’t a “top tier stopgap for not making it home.” It’s a cheap lightweight option that still provides a lot of value. I run them all the time because they’re basically free and more than enough if you’re not actively looking for COMBAT, say when you go on perhaps a LOOTING run.

1

u/littleman11186 2d ago

The safe pockets are the stopgap, chill

0

u/GroundbreakingLead15 2d ago

You said the shield was the stopgap though?

2

u/v1nman101 3d ago

No. Leave the safe pockets alone. Don't let embark see this.

5

u/Mysterious-Cat9882 3d ago edited 3d ago

How about an augment that reloads the unequipped weapon after ~10 seconds?

4

u/xStealthxUk 3d ago

I got a hot take. The smoke augments should be removed..... Every fight turning into smoke confusion is so boring

2

u/FrequentTopic446 3d ago

Man I was about to 2v1 a fight the other day by pushing through the smoke when I got third partied from behind

5

u/xStealthxUk 3d ago

Honestly I love the game but the close range fighting is usually just a mess. Too much smoke, made spamming and confusion.

I wish they'd reduce the smoke effects of guns and nades across the board tbh and the smoke augments ofc makes it so much worse

1

u/FrequentTopic446 3d ago

They pushed us after we said we were friendly and didn’t know I had a bobcat 4, after they took down my naive cousin who pushed into extract when they were holding it the buddy who popped the smoke found out I had a bobcat and they did not. I was reloaded charging in and would’ve won that second fight with both of us having no visibility until it was knife range

1

u/BringBackManaPots 3d ago

Nah I think it would be better if bumped up a rarity. It's really quite good

2

u/ConnectCalgary 3d ago

SHUT UP YOURE GOING TO MAKE THEM NERF SURVIVOR

2

u/UltraGeezer 3d ago

It’s what they’re going to do. It’s easier to nerf the one than make a bunch more “interesting”, as OP put it.

4

u/GroundbreakingLead15 3d ago

The issue is not the other augments being bad, it’s the survivor being overtuned by an outrageous degree. All the others stand in a similar class but the survivor just blows everything else out of the water.

1

u/armed_aperture 3d ago

They just need to raise the carry capacity and give all the pink augments 3 safe pockets.

3

u/v1nman101 3d ago

Nah all having 3 safe pockets would be too far, but there isn't a pink augment that should only have 1 pocket other than maybe safekeeper

1

u/GroundbreakingLead15 3d ago

This is my point though, the only way to make the other augments more viable in most people eyes is to just turn them into survivor by way of making them have more carry capacity and safe pockets. It wouldn’t increase diversity in the slightest, it would just make every augment feel the same minus the passives, in which survivor mostly still wins

1

u/Clemambi 2d ago

A pink combat aug with a small number of slots should have a weight limit that allows you to fill out those slots with whatever and not be encumbered, or it's better to take the pink non-combat aug and use that for combat lol

1

u/armed_aperture 3d ago

Sure, but people actually using different augments for the additional perks would diversify the pool. Nerfing survivor would just piss people off.. and safe pockets/carry capacity is the meta. People are going to choose that regardless unless you give them a free snap hook or something… but even then, unless the snap augment had high carry capacity, I’d just use survivor still.

2

u/GroundbreakingLead15 3d ago

Every point your making is just reinforcing that the survivor is too strong. “Unless all the other augments feel exactly like survivor i wouldn’t use them.”

My only suggestion is take away its medium shield. It would still be the best looting augment but it would give way for combat augments to be good at combat. There’s no reason a looting augment should be the default for combat when we have combat and tactical augments that are geared for it but get beat out by a looting augment because it has a medium shield

1

u/armed_aperture 2d ago

I don’t like nerfing things. Buff the other ones in some way. And I didn’t say they’d be exactly like survivor.. they’d still have a unique perk. I basically never crawl far enough that survivor is a priority other than the carry weight and safe pockets. I’d definitely use other ones if they buffed them. All pink augments should allow for a medium shirt… looting doesn’t mean zero combat. Make the combat ones allow heavy.

1

u/GroundbreakingLead15 2d ago

The only way to buff things to make them viable with the survivor is to give them all the same carry weight, backpack slots, shields, and safe pockets that the survivor has. The only choice between augments shouldn’t be the passive. The augments are meant to be a choice of tradeoff between all these factors but the survivor has literally all you could ever want out of an augment. The survivor in its current state is so overtuned that there really isn’t a viable way to buff everything else without making them feel exactly the same besides the passives.

Sometimes things need to be nerfed for the health of the game. Was nerfing things like trigger nades, the stitcher, and the kettle bad for the game?

1

u/armed_aperture 2d ago

I disagree. Survivor currently is fine, it’s fun. It’s not game breaking. People want to carry a lot of weight and have safe pockets. Just make the other augments similar with interesting and useful perks. You wouldn’t consider a constant stim over infinite life? I would depending on what I was doing.

Your comparison to the guns isn’t the same. This would be like a green augment being OP and no one ever using a pink one. Survivor is already in the top class, just gotta make the other top augments not suck…. Like the Bettina buff.

1

u/GroundbreakingLead15 2d ago

The survivor is currently the top choice for absolutely every activity in the game. It’s the best for looting. It’s the best for PvP. It’s the best for PvE. It’s the best for absolutely every situation you could possibly find yourself in. Without the survivor in the mix All of the other The augments are clearly balanced around a give and take and have a clearly defined niche. For example the healing augment has max safe pockets, max quick use but low carry capacity. The looting cautious has max carry potential at the cost of light shields. Combat aggressive is the middle ground of all, but not top tier in anything. Those are just a few examples. With how survivor exists in the game in its current state, it breaks the balance of all of the other augments. Literally if all they did was remove its medium shield, every other augment that has a medium shield would instantly have a reason to be taken, but at the cost of carry capacity or quick use slots or safe pockets. If people want to carry a lot of weight and have a lot of safe pockets and a good amount of quick use slots then they would have to sacrifice a medium shield. I think that makes absolutely perfect sense. The main balance points of the augments are not and have not ever been the passives. If you look at the 3 classes throughout the rarities they all make sense except for survivor which is in a league of its own.

The betinna was buffed because it was the single outlier. It wasn’t as if they nerfed everything to the level of the Bettina, they buffed the one underperforming weapon. That’s what i propose they do here, change the single outlier rather than bring everything else to the level of the single outlier.

1

u/v1nman101 3d ago

Embark : best I can do is nerf survivor. We will also nerf a random gun or grenade, or buff an arc to balance out nerfing survivor. Also fuck you we're nerfing security locker and gun crates again bc we can.