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a way to make AMPs better


lulialmir
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I was highly thinking about suggesting DE to improve the amps, but, i just thought of another thing that might be cooler, and add a lot more possibilities to the operator AMP: Mods. Just like the ones we have on our weapons, but logically, for the amps, mods that would for example: increase damage, recharge speed, reduce recharge timer and etc. And add more possibilities os amps, because right now we have 27 possible combinations, and which only like 4 of them are good for something, since they are weak af.

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like, having more explosion range for granmu, with more damage, crit chance, crit damage, fire rate, putting some elemental mods and boom, you have yourself a faking cool triple infinite ammo grenade launcher, launched from a tiny kiddo's hand

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2 minutes ago, (XB1)BigLithuanian said:

Let's make Operators great again!!! I genuinely hope DE sees this idea or already has this on their minds.

Actually... Let's make operator great... they were never great, so it's not great "again" XD

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Just now, MarcusGraves said:

Really just making it so Void damage isn't affected by armor would go a stupid long way for them, also doesn't help that what that amp is attached to is about as tough as jello w/o massive investment in defensive focus'.

Void damage is also -50% against Cloned Flesh, so it's heavily penalized on two fronts.  Its raw output isn't bad, though.  And operator durability spikes once you unbound the health passive.

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