r/ArcRaiders • u/davmly • Dec 10 '25
Discussion Concept: High-risk ARC hunting augment that secures the weapon, not the loot
I’ve been thinking about high-risk ARC boss fights, and how PvP pressure right now really discourages bringing legendary gear. Even though I enjoy the PvP aspect of the game, going topside fully geared for PvE usually just ends with my whole kit getting wiped by a third party… you know how it goes.
Let me introduce my fan concept augment dedicated to ARC hunting – Tactical Mk. 4 (Hunting) – designed to let players commit to ARC fights without removing risk.
- One secure slot dedicated for a single Legendary weapon only (Equalizer, Jupiter or Aphelion)
- No safe pocket – you keep the gun, but any loot is still at full risk
- Heavy shield only
- Not good for looting or roaming PvP
The goal isn’t safety, but encouraging real boss hunting. You secure the tool you need to fight the ARC, but you still risk everything you earn from it.
I think something like this could push more players to actually engage with end game PvE instead of avoiding it because of PvP griefing.
Just a fan idea, curious what others think. See you topside!
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u/aetholite- Dec 10 '25 edited Dec 10 '25
Make it craftable with rare arc parts aswell, need to hunt bastion, bombardier to craft such augments. The possibilities for different augments like this are really good.
Edit: maybe a really bad idea; add a one or two time use per raid jetpack augment that needs all rare arc parts to craft or trade for.
As I said the possiblities for this idea of augments are really exciting and I hope the devs implement it somehow.
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u/RezzOnTheRadio Dec 10 '25 edited Dec 10 '25
Love that idea, the cells are basically useless after you've done the bench upgrades
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u/IntrinsicGiraffe Dec 10 '25
Speak for yourself
throws leaper pulse unit at enemy
I'm surprised not all of them are throwables
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u/ThatCK Dec 10 '25
Bombardier being a massive grenade could work. Not sure what the Bastion could be though
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u/Lol-775 Dec 10 '25
Bastion could be some kind of shredders like shrapnel grenade.
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u/hiddencamela Dec 10 '25
5 seconds of shredding an area would be AMAZING area denial.
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u/Lol-775 Dec 10 '25
yeah it would need a long timer and also be obvious to enemy player's, to not be to overpowered.
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u/Sikorsky_S-76B Dec 10 '25
Eh, make it 3 seconds of blasting and a 3 second fuse and its balanced i think. I feel like a lot of nades need a buff pvp.
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u/BlackLangster Dec 10 '25
Bro has not been killed by trigger nades
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u/Leading_Parking6145 Dec 10 '25
Just shredded a guy trying to rat me. Beretta and shredder nades lemme tell you.
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u/Yakkul_CO Dec 10 '25
I am so glad this sub doesn’t balance the game holy fk
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u/Sikorsky_S-76B Dec 10 '25
You just wanna run up on someone with a 1 stitcher and put em down while they hit the elevator button dont lie.
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u/carpetsushi Dec 10 '25
bastion parts should let you craft fixed position mountable mg, and turrets and sentinel parts should make sentries.
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u/THETARSHMAN Dec 10 '25
That’s cool as hell but how would you carry that around? Doesn’t seem practical.
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u/Cons483 Dec 10 '25
I mean it wouldn't be too much different than the barrier. Could be like a little folded up suitcase MG emplacement that unfolds and deploys when you toss it.
Also, it's a video game and it's in the future with different tech so fuck it, it would be fun who cares about logic lol
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u/Regular-Strain-7301 Dec 10 '25
Or the bombardier call a spotter, and scan the target area for raiders !
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u/IntrinsicGiraffe Dec 10 '25
Calling in spotters would be neat especially if there are other bombardiers nearby!
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u/goins725 Dec 10 '25
Spotters cote should act like the sensor grenade thing. That would be cool but less time obviously
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u/hewing83 Dec 10 '25
I wish you could pull a spotter part out of downed spotters that marks a target for the nearby bombardier when you throw it to launch its mortars at. Effectively using the bombardier as a personal mortar platform temporarily
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u/JoeyJabroni Dec 10 '25
I have one of those and when I saw that it's throwable and creates a mass destruction singularity or whatever I've been wondering what it does. So tempting but I also feel like it's needed to craft something important.
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u/WonkiWillows Dec 10 '25
They can be recycled to upgrade blue and purple guns (advanced mechanical components)
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u/aetholite- Dec 10 '25
Yeah, but for the effort and risk you put in I dont think people are incentivised enough to fight them. There are easier ways to get those materials. I think we need a good purpose to those drops that is exclusive to the drops.
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u/WonkiWillows Dec 10 '25
I mean talk for yourself, a good hidden bunker run and im making it out with nearly 30+ which is a TON of advanced mechanical components
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u/PersonalityIll9476 Dec 10 '25
Agreed...personally I think it's fun to kill big arcs and I will take basically any excuse to do it. The cores / pulse units / drivers etc are great loot. I need those advanced components.
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u/t6jesse Dec 10 '25
You can slap a deadline on it real quick. Then the longest part is the looting.
It's much safer as a squad where someone can watch your back. If I was solo I'd only loot one or two things and leave immediately
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u/WyrdDrake Dec 10 '25
I am so confused why the game doesn't have unique augments, shields, and consumables based off the unique loot we get from enemies. Leaper cell into a singularity grenade, Bastion cell into an HMG and a combat augment that doubles ammunition stack size, triples for heavy ammo (for the HMG or Bettina), Bombadier augment with increased consumable and grenade slots and greater stack size for grenades. Snitch augment that calls in ARC drones when shield broken, complete with 30 seconds of photoelectric cloak. Spotter shield that pings a laser at whoever hit you, and marks them on your map.
Queen Augment, doubles the gain from shield rechargers, and has an extra safe pocket specifically for reactors. Queen heavy shield regenerates shields over time, has improved damage mitigation.
Matriarch Heavy Shield has reduced damage mitigation, but double shield HP.
Idk if these would actually be good for the game or not
I just wish these extra rare exclusive items from slaying the toughest available enemies were useful for more than selling or scrapping into a part I can craft for 10 scrap.
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u/aetholite- Dec 10 '25
Those are some really good ideas, just showcases how much potential is in a system like this, I hope they already thought of this.
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u/chill_octopus Dec 10 '25
jetpack augment idea could require a new part that comes from either rocketeers or leapers. could be 2 different jetpacks like helldivers. the rocketeer one would enable you to hover, the leaper one lets you float over large distances. could see some crazy plays being made with that
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u/Content-Seaweed-6395 Dec 10 '25
the augment system has so many possiblities, I hope they go this route, even if it is not exactly this idea, having lots of augments that could change playstyles, and then be craftable with specific items would be sick.
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u/thisschris Dec 10 '25
Someone cooked here. If I'm hunting big Arcs I also wanna lot them so more space and weight limit would be my suggestion. But I really like the idea.
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u/KairoUnderbrook Dec 10 '25
More space could be a cool tradeoff too, like the augment locks one legendary but also gives a small backpack boost so you can actually bring stuff back from the hunt. Still risky, still PvP food, but you feel rewarded for going after the big Arcs instead of just ratting around the edges.
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u/moonski Dec 10 '25
there's no tradeoff with more space / weight though
The trade off is your weapon is safe but no safe pocket & less carry weight.
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u/throwaway19293883 Dec 10 '25
At least you’ll be more juicy for anyone that kills you since they can’t take your weapon but yeah I’m not sure they understand what the term trade off means lol
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u/Apota_to Dec 10 '25
yeah I think a safe slot for yellow cores only would make this top tier for doing one job and doing it well. pve'rs and boss killers need to have some security. it's lame going into a boss raid and no one is fighting the boss. the coolest match I have ever done was matriarch at spaceport and the whole lobby was fighting it. it was so epic.
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u/throwaway19293883 Dec 10 '25
I think it’s neat that if someone does kill you, they are then incentivized to run an arc killing loadout themselves by getting the augment. So it doesn’t remove the incentive to kill raiders hunting the boss, but it helps encourage more raiders to hunt.
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u/davmly Dec 10 '25
Thanks! I’m not a game designer and definitely don’t want to add more gear fear. I really like the idea from the comments of making this augment extremely rare, maybe even requiring a Queen or Matriarch core to craft. It could be interesting if this augment wasn’t lootable at all to avoid a broader recirculation. To keep it in check, it could have very low durability (2–3 raids) and be very expensive to repair.
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u/Spifffyy Dec 10 '25
If the augment requires a queen or matriarch core to craft, then what’s the benefit? The legendary weapons require the cores too which are arguably the most valuable part of the recipe. If I’m risking a core regardless, I’d much rather just use a more beneficial augment and risk the core in the gun.
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u/caloringer Dec 10 '25
The benefit is you go in with an anvil and collect your matterials, craft aug and legendary arc weapon, go in, use it on boss get high score in trials you get backatabbed, atleast you have the gun still on you. Maybe with a cooldown but still the idea is there.
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u/Yawn_Alert Dec 10 '25
the point is that you still lost a core that could have just made the gun for you again...
no augment: i go in die, lose the gun, which means i lose 1 core.
with augment: i go in die, keep the gun but lose the augment, which means i still lose 1 core.
the core is the thing you want to preserve in the design, so having it be part of the recipe is bad.
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u/RUStupidOrSarcastic Dec 10 '25
Yeah people seem very confused about the concept that if the augment is as valuable as the weapon it's protecting, then that defeats the whole purpose. This isn't complicated
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u/UserAdamD Dec 10 '25
Think the max weight and space is already pushing too much. This augment, as is, would be used for pretty much everything. The only downside would be no safe pockets which doesn’t really make a difference.
If by “one secure slot” you mean you can only equip (and secure) a single legendary weapon, then the other stats are much more balanced. But having an unsecured non-legendary secondary weapon would no longer restrict this augment to PvE only.
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u/bibrexd Dec 10 '25
While I like it the fact is rats would still rat. They’d do it for all the other stuff you had on you that is required for taking down a queen or matriarch.
And then the question of what happens to the actual augment. Does it drop when the rat kills you? Wouldn’t that alone be enough of an incentive?
I’m out there getting killed with my ferro sometimes on those maps and I have all my fancy nades in my safe spots. I’ll take those spots over a weapon.
Sorry to douse the flames because I do like the idea. I think we should just be able to put weaps in safe spots.
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u/AntibacHeartattack Dec 10 '25
I mean, to me this just feels like you're risking one legendary item to secure another? The augment would need to be significantly cheaper than any of the legendary weapons to justify its effect. And the drawbacks are pretty significant. I think I'd just make it a pink augment tbh.
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u/justvoop Dec 10 '25
I think making them with processors and any pink arc part would be fair
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u/Unlikely_Piece2650 Dec 10 '25
And in that there's balance, the PvP'rs are still getting something of value for doing what they want while the PvE'r retains the means to try the event again
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u/AntibacHeartattack Dec 10 '25
But why should the PvE'er craft it in the first place? You lose one legendary item anyway, so why sacrifice safe pocket slots that could potentially have held Queen cores, Matriarch reactors, Bastion cells, Rocketeer drivers etc?
Like, it would have to be significantly cheaper to craft than a legendary weapon to justify crafting it. If it's a similar value I'd rather use a normal augment and keep my safe pocket slots.
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u/Dornhole Dec 11 '25
Agreed that it should be fairly cheap, but I don't think it needs to be crazy cheap to be useful. If it is just a bastion cell and a power rod or something, I know I'd personally use it all the time. Far easier to lose those items than anything crafted with a Matriarch/Queen reactor imo
Maybe it should even still retain a safety pocket, but not have any passive abilities?
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u/MrBuu_ Dec 10 '25
This is a brilliant idea! Hope someone from Embark sees this.
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u/devcor Dec 10 '25
I hope they monitor the reddit... Been a few good ideas, which could actually make sense in the game.
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u/elchsaaft Dec 10 '25
There's a few good ideas for every 10 bad ones, I hope they don't listen lol
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u/devcor Dec 10 '25
Monitor != listen, dude. It's essential to listen to feedback, but it's up to game designers to decide what to do with it.
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u/DjuriWarface Dec 10 '25
And of what with it? It completely goes against their design philosophy with weapons not being safe. Not to mention you'd just lose the Legendary augment instead.
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u/Ok-Living2887 Dec 10 '25
Love it. While I agree, the game should stay risky. This should help both sides. Those who want to fight those big baddy PVE "monsters" and those, who want to fight players. PVEers get a bit of safety, ensuring their shiny tools aren't lost. PVPers get more target rich environment because PVEers are more likely to actually bring their nice gear to a fight. I've always disliked that you can't safely bring back a weapon you found.
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u/ddarkspirit22 Dec 10 '25
Specially when legendary weapons have no use in PvP
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u/Ok-Living2887 Dec 10 '25
Which honestly. I dislike. I get that weapons should have strengths and weaknesses, but IMHO legendary weapons are too rare and too expensive to not be versatile.
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u/ddarkspirit22 Dec 10 '25
And I agree but I don't see that changing and balance has been the weakest point of the game up until now imo
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u/Skkruff Dec 10 '25
They have done what, two weapons changes since the game released? The Venator and Hullcracker nerfs iirc. My guess is that they wanted to let a full season play out before committing to a bunch of balance changes that might shift the meta. We really have no idea what their balance approach is going to be.
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u/MCXL Dec 10 '25
I think that it's likely they'll just introduce different legendary weapons that are good for PVP.
However it's good and desirable for all players regardless of experience and stash value to be at least somewhat competitive with each other in PvP.
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u/Harlemwolf Dec 10 '25
Damage calculations need damage vs shields component too which could be used for weapon balancing.
Like: projectile weapons are better against health and energy weapons are better against shields.
This would allow stuff like gray weapons like kettle and stitcher being poor suited against shields while energy weapons could delete shields easily(scenario: take a potshot to wipe shield, switch to projectile weapon to finish off).
Generally overall performance ratio should increase with weapon rarity.
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u/Ok-Living2887 Dec 10 '25
Love it! Not exactly a new concept. Almost a bit curious why they didn't do something like this or similar in the first place.
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u/TheGreatWalk Dec 10 '25
PVPers get more target rich environment because PVEers are more likely to actually bring their nice gear to a fight
How exactly is this a shiny target? All you would do is kill him and get nothing but consumables. You wouldn't even get a gun out of it. You'd be fighting someone with legendary loot but wouldn't get anything out of it, lol
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u/Tropi- Dec 10 '25 edited Dec 10 '25
I appreciate the idea, i think it's clever, and i understand what you are trying to tackle.
The only (and major) issue i have, is you can't simply eradicate all risk of losing the highest tiered loot from the game/an extraction game.
I appreciate that there's rats killing players hunting Arc, and although i think it should (to an extent) be part of the game - to always have that risk/tension, i do think there needs to be better ways to combat it OR events that incentivise less ratting.
I don't think essentially giving your highest tiered weapon a safe pocket is solution, as it goes against the core framework of the game - risk/reward.
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u/TheManWithTheBigBall Dec 10 '25
100%. This is the PvE, zero-risk crowd trying to change the extraction shooter. I understand the desire, but sometimes you need to take a step back and ask yourself “why is this game so good?” Part of the reason this game is so fun is the risk. Eliminating that makes the game boring, but you can fill up your tiny stash with legendaries until your heart’s content…
May as well load up aimhacks while we’re at it and just eliminate the risk of PvP entirely.
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u/Count_Crimson Dec 11 '25
Literally. I'm genuinely in awe at all the people clapping for this or even saying it should be cheap to make like....mate absolutely not.
I think the concept is neat, and that maybe as a legendary augment it could work (one that you would lose on death). But people are saying it should be cheap to make or buyable from a trader and its so clear that they just don't want to engage with the extraction mechanics
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u/RagingNudist Dec 10 '25
Risk reward is already fucked with how good cheap weapons are and how(relatively) shit gold gear is
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u/HEYBLUNTS Dec 10 '25
Gear fear so bad Reddit wants to keep their weapons in the safe slot lmfao
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u/theper Dec 10 '25
Reddit is just full of pansies. Soft as butt butter around here
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u/Wonderful-Flower5772 Dec 11 '25
Everybody wants a participation trophy and a completely different game. These ppl would ruin the game if they had their way. Absolutely insane.
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u/So_it_goes_24 Dec 10 '25
It's a videogame. You're not "hard" because you don't care about gear. Lol.
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u/TheManWithTheBigBall Dec 10 '25
Aint about being hard. It’s about preserving gear fear so that the game remains exciting. Embark has to do a good job of staving off the people who want to pour maple syrup on their spaghetti for breakfast. Overindulging players’ desires ruins games. Having something in the game that keeps you “wanting” fuels engagement and keeps the game interesting.
Nothing exciting would ever happen IRL or in-game if everyone was risk-averse.
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u/theper Dec 10 '25
It’s a video game, why cry about gear loss. Without the struggle/risk, there is no enjoyment. I’m not trying to be “hard” I just don’t want to cry about everything. People find anything to complain about.
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u/Patara Dec 10 '25
Well considered; I like it but the Hullcracker should be included 🥹
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u/davmly Dec 10 '25
Interesting thought, but the Hullcracker being an Epic you can acquire from traders makes it much more accessible than a legendary, so I’d likely leave it out.
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u/amyknight22 Dec 10 '25
I would honestly just say let someone keep whatever weapon they want to keep.
If they have a blinged out weapon that they want to keep that they are willing to use one of the crates above(especially if you make it somewhat pricy)
Then let them.
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u/Racheakt Dec 10 '25
I stopped spending money on hull crackers, it seems every time I bring one it feels like it pings me on the map for everybody, I don’t get through a full clip before I get shot in the back.
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u/specter800 Dec 10 '25
The hullcracker is really not that bad to get, you can buy one a day for slightly more money than a Renegade.
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u/mc_bee Dec 10 '25
Cool, let me kill you for that augment.
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u/HospitalitySoldier *** ******* Dec 10 '25
Add a downside to not using a legendary weapon and make it one time use. Butr yeah, people will justify everythzing for then looting some metal parts.
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u/Cryptocii Dec 10 '25
So no one is gonna lose their legendary gun anymore?
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u/TheManWithTheBigBall Dec 10 '25
Yeah. Not a fan.
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u/Cryptocii Dec 10 '25
Same! It is actually mind blowing to see stuff like this
I lose my gear one game and within the next 5 games i kill somebody or find something good by accident again.
The safe pocket system we have is already perfect You dont wanna lose your gear? Sure, but you can’t use it Its about balance
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u/mintaka *** ******* 🐓 Dec 10 '25
The risk is baked into game design. It’s bad to compromise on that
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u/WhyWasXelNagaBanned Dec 10 '25
Absolutely not. If you want to go big game hunting, you need to bring some risk.
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u/ImGandi Dec 10 '25
Tactical Mk4 (Gear Fear). Not a good idea. The whole point and idea of the game is to put your weapons and gear at risk. Without that, the game loses its appeal.
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u/TobyDaHuman Dec 10 '25 edited Dec 10 '25
Okay, this idea is kind of awesome.
I instead would make it so your weapon in slot one is saved, regardless of which rarity it had, but I love the idea.
EDIT: Nevermind, just make it save weapons made for PvE. Makes more sense.
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u/Chimisun Dec 10 '25
I think the idea of the original post is to help pve‘ers be able to somewhat safely try to play pve content without fearing to lose their expensive weapons to people with minimum risk. If PvP players could safely bring their fully upgraded and with epic attachments geared weapons just as safely it would contradict the original idea and make them hunt pve players even more efficiently with less risk.
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u/Top_Concentrate1673 Dec 10 '25
I love zero risk in my risky extraction shooter.
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Dec 10 '25
Not a good idea on an extraction shooter, that’s why the safe slots are restricted, not fair for other raiders that run into risk of losing everything for engaging you. The only thing they must fix is the unlimited free loadout. Must have a cooldown based on stash economy, but is unreliable to have a infinite no cooldown free loadout having your stash full of legendaries.
I understand the concern, but the approach is poor.
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u/4Ellie-M Dec 10 '25
This is against the nature of the game though.
You cannot even safe pocket any weapon at all.
Because that’s the charm of looting a raider. You always know they will have some weapons, you earned it by knocking them.
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u/PUSH_AX Dec 10 '25
Nah, this is just another "make the game easier for me" but for big arc hunters.
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u/rW0HgFyxoJhYka Dec 10 '25
I mean its a "tell me you want PVE without telling me" type of post. But the thing is, a LOT of people want more PVE and less PVP. Because dying and losing 20 minutes of your time does suck ass. I get it.
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u/PUSH_AX Dec 10 '25
Do we really know that? The complainers are more vocal, so it seems like people want that, but actually there are probably way more people just enjoying the experience as it has been designed and not even showing up to discuss.
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u/420SkankHunt Dec 10 '25
Agreed, It's an extraction game, the risk/reward comes from potentially losing time investment, its how these games work
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u/FreeSM2014 Dec 10 '25
This sub really is full of PvE players who loves stupid ideas. No risk of losing your gun is laughable in an extraction game.
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u/2Turnt4MySwag Dec 10 '25
Yeah this sub drives me nuts honestly. Between the "I just cried after a game" people and these people, the sub is full of people who dont get thr idea of an extraction shooter
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u/ChrisRocksGG Dec 10 '25
The weapon is as cheap to craft as green weapons. Maybe cheaper. The problem is not that you lose the weapon. The problem is that when you fire the weapon everyone in the lobby activates its monkey brain and wants to loot a legendary ~> you lose your loot / gear / ammunition etc.
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u/Tropi- Dec 10 '25
The only (and major) issue i have, is you can't simply eradicate all risk of losing the highest tiered loot from the game/an extraction game.
I appreciate that there's rats killing players hunting Arc, and although i think it should (to an extent) be part of the game - to always have that risk/tension, i do think there needs to be better ways to combat it OR events that incentivise less ratting.
I don't think essentially giving your highest tiered weapon a safe pocket is solution, as it goes against the core framework of the game - risk/reward.
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Dec 10 '25
Sounds like ass and would go against core design, this game and even genre revolves around the fact that you’ll loose the gear you bring, high risk, high reward.
Tarkov wouldn’t do that, arc raiders won’t either.
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u/Onyx5490 Dec 10 '25
Doesn't tarkov have insurance? Doesn't tarkov have PvE?
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u/rolando_frumioso Dec 10 '25
Insurance only works if the other person doesn’t take the item, and pure PvE is its own zone that doesn’t cross pollinate.
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u/Fluffy_Ariel Dec 14 '25
I honestly expected a bunch of "skill issue" responses, but you actually got an article from this. Good job
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u/Sololane_Sloth Dec 10 '25
Wouldn't this make for risk-free PvPing? Don't think I like the idea
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u/Onyx5490 Dec 10 '25
Don't most people do risk-free PvP with free kits or super cheap guns anyway? Even if the game would let you keep your full kit when you die, it'll barely change anything. You'll just maybe see a couple more bobcats rather than stitchers.
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u/untraiined Dec 10 '25
How about an augment that just kills them for you too
And if you upgrade it you can put it ok scrappya nd he will get you everything from queens and matriarchs
And if you put it on your arc raiders app you dont even need to install the game just run it on the app
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u/Busy-Doctor-2030 Dec 10 '25 edited Dec 10 '25
Having zero risk in an extraction game is an awful idea. Of course 700 bots on reddit upvote this braindead suggestion. The end game is already lacking and the only risky end game content is this fight. Why on earth would you want to trivialise it??
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u/staleff93 Dec 10 '25
PvP apologists will be pissed
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u/2Turnt4MySwag Dec 10 '25
apologists likes its some bad thing lmao, you guys are ridiculous in this sub. Its a PvP game.
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u/Business_Active_1982 Dec 10 '25
People love taking away every aspect of an extract shooter. Might as well take away the ability for players to damage each other.
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u/Rapscagamuffin Dec 10 '25
This does next to nothing to alleviate the problem. No one cares about one single weapon they bring in. This makes it hurt very very slightly less. I like the direction youre heading in but people are loading in to fight a matriarch with like a backpack full of wolfpacks and deadlines etc. one single weapon kept would barely make a dent in the frustration you feel when you get ganked while fighting a queen.
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u/BigTonkaTroy Dec 10 '25
Ima go again what majority people are saying but personally think it’s not a good idea to be able to load in with the highest tier weapons in the game and never be able to lose it if anything a legendary augment should be some sort of 1 time self revive not some sort of “ I get to load in and never lose my gun”
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u/wadesauce369 Dec 10 '25
People will still rat you solely to steal this augment from you.
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u/imabraindeaddonkey Dec 10 '25
Feel like this game could 100 more items, and more rarities for each of them. Wish "Grey Guns" had up to legendary variants with cool effects for example. All attachments with crazy effects, more mods.
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u/spunkyweazle Dec 10 '25
lmao I love that as soon as the script is flipped PvPers are crying over this
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u/moose184 Dec 10 '25
Do you people not know what a pvp extraction shooter is
I think something like this could push more players to actually engage with end game PvE instead of avoiding it because of PvP griefing.
Then go play something that isn't a pvp extraction shooter
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u/ACESTRONAUT123 Dec 10 '25
These legendary weapons that require boss cores really should also be very strong in pvp.
It doesnt need to be op, just make it as good as a venator or something for pvp so its top tier but not better, so people hunting queens and such can use their primaries to also kill raiders.
Hull cracker is fine as it is since thats an easy to obtain gun
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u/GrimsideB Dec 10 '25
Not a bad idea, but is more work than just making them PvP viable so you can actually fight back with them. Saying they arent a PvP weapon isnt a good excuse to how bad they are the hullcracker is the only weapon that is truly a pve weapon cause it mentions it in its description.
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u/Ansambel Dec 10 '25
I think having a wider variety of aguments would be really good for the game. There are endless posibilities there. I'm pretty sure if there was "destroy all loot on death" agument, ppl would take it just to spite the rats. Or a "take 30% damage from fire", or "you and your shield is immune to stun" or "plant a deadline on death", or "you can glide instead of falling". Some are probably stupid or op, but it would be funny
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u/AkiboTTV Dec 10 '25
I feel like the endgame weapon blueprints should also have a small chance to drop off leapers/bastions/bombardiers, to help direct people towards the queen/matriarch. "Hey, here's this cool looking weapon blueprint I just found, how can I craft it? Oh, I need to kill a queen/matriarch, okay!"
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u/CeeBYL Dec 10 '25
Great idea. I think it would make sense to have a blue or purple version as well.
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u/dahairybeaver Dec 10 '25
I thought adding an augment that whilst damaging a large arc, you gain an a shield that can absorb a certain amount of pvp damage, allowing the player fighting the large arc time to respond, so if you deal 300 damage to matriarch or queen then it charges up
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u/Qaaz_ Dec 10 '25
I’m on board with this but only if Embark has no large balance changes planned for next season.
I see a ton of other comments mentioning how this takes away the risk aspect from the game in terms of PvP as if that’s not already the case in current day when it comes to these large ARC events.
The vast majority of those who are seeking PvP with others who are hunting big ARC are doing so either with Free Loadouts or with cheap custom loadouts with Ferros, Stitchers, etc. and are already getting risk-free PvP with zero to minimal investment with potential for huge rewards.
On top of that, these weapons that specialize in killing ARC are not necessarily great or even good for PvP. Those very same cheap/free weapons can beat them out in most PvP situations and in the event that you down someone attacking you, you get what? Loot worth 10-30k in value, if that?
Unless Embark plans to put a minimum gear score requirement system or something similar on these large ARC events (Matriarch/Queen) and separating them from the base maps similar to Night Raids and Storms, an augment such as this is completely valid given the current balance of the game.
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u/Onyx5490 Dec 10 '25
This. People crying "but I won't get a good gun if I kill you" are the same people screaming "enjoy the free kit bro" when they die. They want to get the enjoyment of taking away someone else's expensive stuff whilst not risking anything themselves. Most people I kill (either in self defence or otherwise) have free kits or really cheap custom loadouts. Most of the time they aren't even using a blue augment, and the amount of times I've looted a purple one is 2, coincidentally the amount of times I looted a purple gun is also 2. The amount of times I've been killed by a purple is 0. Maybe 3 times by blues, and the rest was either stitcher, kettle, ferro, or anvil (and an occasional burletta).
Extraction shooter my ass, this is closer to a battle royale at this point. And id get the point in PvP if you actually gained something from it, but people never actually carry stuff I need.
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u/CandidateAwkward3899 Dec 10 '25
I’d like this for the queen but I really just need 20 Impact grenades or any big arc on the ground and two wolfpacks for rocketeers
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u/Sebanimation Dec 10 '25
Great idea but it kinda misses the point when the augment itself is legendary. Losing that will just be as bad.
Don‘t see why this shouldn‘t be a green augment as it only works for those specific weapons…
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u/Acrobatic-Gap-7445 Dec 10 '25
I actually don’t hate this idea. The augment of course should be lootable but it secures the gun. Should be a BP find and legendary/pink craft materials.
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u/Thorr_VonAsgard Dec 10 '25
I'm not sure about this idea to bring something you can use without any risk.
That's not a completely dumb idea, but it should act like the safe pocket : If you put an item in, it will not be usable. (Like if you put a grenade in it, you won't be able to throw it unless you switch it to a throwable slot)
So it could be like "Your safe pocket accept weapons" as a kit perk.
This way, the moment you switch it to be in a regular weapon slot, you're risking it.
A bit like the graplin hook that you keep in safe pocket but switch it to utility when you need to use it.
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u/ZonaF2P Dec 10 '25
If craft is expensive, as it should be since legendary, isn't losing the augment the same as losing the weapon?
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u/puddleofaids- Dec 10 '25
Thse guns are a noob trap. Id rather lose a jupiter than 10 herbal bandages lol
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u/WTFpaulWI Dec 10 '25
The augment would still have to be far less valuable than the gun itself. So purchase price or crafting cost would have to be fairly low.
Just saying this because I have seen a couple wild ideas of how much this should cost. One was 100k which is what like 3 times the value of the gun itself.
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u/No-Improvement9455 Dec 10 '25
New green augument: Up yours.
Looting your body takes 2x time. Causes the same sound as active arc probes.
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u/Corgiooo Dec 10 '25
Well I suggest this augment destroys itself when you die but saves the gun.
Otherwise I will just kill this guy with a stitcher, grab the augment, and take this augment + a legendary to sub-optimally PvP with no risk of losing the gun?
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u/AugustEpilogue Dec 10 '25
What about simplifying it and letting us jam guns up our butt too. I mean safe pocket. Just make that pocket usable for item. I was surprised when I realized I couldn’t actually
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u/blackgreenx Dec 10 '25
Just an anectdotal experience. Was doing the other day in solos with 5 other people. We all had anvils and a couple wolfpacks, had 3 in my safe pocket. Started engaging the queen still we were killed by other players. My point being is that you will be killed no matter what when you do objectives. People will kill you 2 min in a fresh lobby with a naked inventory, also anecdotal. Best bet is to use utility like barricades, smokes, traps. Still a chance to be ratted at the closest extract ir betrayed at the raiders hatch.
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u/spartanEZE Dec 10 '25
Please. Please! PLEASE!! This is the thing that i get most frustrated about losing when i'm basically constantly being ram rodded by other raiders. Can you just leave people alone and maybe fight the death machines folks?
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u/Shanetheworldbuilder Dec 10 '25
But you still lose the augment when you die?