So with the new DLC and new abilities, we’re going to have to be a bit more picky in our ability selections. Every class now has at least four activate-able abilities for three slots. So what are you giving up for the new abilities?
Engineer:
Probably giving up Kevlar buff for Pryo mine. I’ll mess around with the Pyro a bit before I settle. I really hate to give up a buff, especially as mines are generally more geared toward defense.
Operative:
Probably giving up Sticky Bomb for UAV. Haven’t gotten around to testing the UAV, but I think it’s a safe bet.
Soldier:
Probably giving up Flashbangs for Napalm Grenades, but there’s the potential that I’ll give up Satchel Charges. Trying to mess around more with the Satchel Charges so I get a better idea before I decide.
Medic:
This is the tough one. I messed around with the sybian health station a bit. Seems like it could be helpful, but the healing radius seems kind of small. Maybe it’ll work better playing with humans instead of against bots, but I’m not sure I’ll end up keeping it. If I do, it’ll be a tough decision.
Which should be sacrificed for the Health Dildo?
Metabolism: Hate to give it up. A great buff.
Adrenaline: I don’t use it much, but it’s definitely good to have on standby for emergency situations.
Lazarus Grenade: Another one that doesn’t get a whole lot of use, but definitely nice to have when the situation calls for it.


problem existed with nmedic before now with op soldier and engiee.