All Phoenix's Loadout Cards Review and What You Should Aim For.


(MilkyBear) #1
  1. The CR71

Augment 1: Bomb Squad
Augment 2: Potent Packs
Augment 3: Quick Draw
Weapons: Crotzni, Caulden, Beckhill

Pros: Got a good primary and melee weapons with Quick Draw

Cons: Got a bad secondary, Potent Pack only add 5 more hp to your healing (maybe a big deal to some extent but still …) Bomb Squad may be useless if you are a experienced player.

Verdict: Trade for it, do not buy it.

  1. The CR43

Augment 1: Get Up
Augment 2: Cool
Augment 3: Drilled
Weapons: Crotzni, M9, Cricket Bat

Pros: Got a good primary, secondary and melee weapons.

Cons: Got pretty bad augments overall, Get Up makes no sense since you are going to charge your defib anyway, Drilled is useless since you can cancel the reload animation anyway, no need to talk about Cool.

Verdict: Trade for it, do not buy it.

  1. The KE73

Augment 1: Drilled
Augment 2: Quick Draw
Augment 3: Get Up
Weapons: Hockfir, Caulden, Cricket Bat

Pros: Got a good primary and melee weapons and quick draw

Cons: Got a bad secondary, bad augments overall, just like the CR43.

Verdict: Trade for it, do not buy it.

  1. The KE81

Augment 1: Cool
Augment 2: Extra Supplies
Augment 3: Potent Packs
Weapons: Hockfir, Selbstab, Beckhill

Pros: Got a good primary, secondary,melee weapons and the best combination of augments for his abilities.

Cons: Got Cool, some may find the Hockfir too “weak”.

Verdict: You might buy it.

  1. The C72

Augment 1: Extra Supplies
Augment 2: Mechanic
Augment 3: Bomb Squad
Weapons: KEK10, Caulden, Stilnotto

Pros: Got a good primary. Extra Supplies and Mechanic work very well for who like playing aggressively around the objective, to be a “secondary” engineer.

Cons: Got a bad secondary and melee. Bomb Squad may be useless if you are a experienced player

Verdict: You might buy it.

  1. The C41

Augment 1: Quick Draw
Augment 2: Cool
Augment 3: Extra Supplies
Weapons: KEK10, M9, Beckhill

Pros: Got a good primary, secondary and melee. Balance load out that suits for most situations

Cons: Got Cool, does not stand out in anything.

Verdict: You might buy it.

  1. The C83

Augment 1: Healing Reach
Augment 2: Chopper
Augment 3: Drilled
Weapons: KEK10, Selbstab, Cricket Bat

Pros: Got a good primary, secondary and melee. Healing Reach makes your healing circle way bigger. Got Chopper that works well with Cricket Bat.

Cons: Drilled is no brainer since you can cancel the reload animation anyway. Some will find Chopper useless as they never go for melee.

Verdict: You might buy it.

  1. The CR82

Augment 1: Mechanic
Augment 2: Big Ears
Augment 3: Potent Packs
Weapons: Crotzni, Selbstab, Stilnotto

Pros: Got a good primary and secondary. Got mechanic, Potent Pack may come handy.

Cons: Big Ears might be useless if you are not using a headphone. Potent Pack only add 5 more hp to your healing.

Verdict: Trade for it, do not buy it.

  1. The KE42

Augment 1: Untrackable
Augment 2: Healing Reach
Augment 3: Cool
Weapons: Hockfir, M9, Stilnotto

Pros: Got a good primary and secondary. Healing Reach makes your healing circle way bigger. Untrackable goods for playing stealthy and it could save you sometimes.

Cons: Got Cool, some may find the Hockfir too “weak”.

Verdict: You might buy it.

Note: These are my opinion, feel free to correct me. :slight_smile:


(Rawr) #2

“Get Up makes no sense since you are going to charge your defib anyway”
Not sure I agree with this. It can be quite useful since it gives a whopping 50% increase upon revive. If you fully charge it, you can fully heal a Fragger, and heal a Rhino 3/4 of the way, as opposed to half. Not to mention if you have to quickly revive someone right in the thick of things (as Phoenix is meant to be in), they’ll get up with more health, thus increasing their survivability. Overall, I think it is a good augment. Other than that, I pretty much agree with most of what you posted. Good job.


(The_Enema_Bandit) #3

No need to correct you, since it’s your opinion. :slight_smile: But a guide for this?
Just trade up if you have unused cards and/or buy whatever you like, simple as that.
Guides…


(MilkyBear) #4

null
Yeah i agree that the title kinda misleading lol. I will change it.


(DMaster2) #5

C83 is imho is best loadout, with KE81 as close second.
Btw how exactly do you cancel the reload animation by still reloading the gun?


(MilkyBear) #6

@cannyEdition Most gun can do it. You press R to reload, when you see the mag goes to the gun, sprint forward and done. Save you a tons of time. Practice a few time and you will get the hang of it.


(Grave_Knight) #7

Drilled…worthless? Drilled? The perk that makes you reload faster so you can shoot your primary sooner? I mean, sure if you rather try and rely on your secondary but what happens when you run out of ammo for that? You gonna charge them with a knife?

As for calling Get Up worthless, I can full revive someone with less charge than I would need to without Get Up. Which means I can get a guy up before he’s gibbed with more health. Only reason I say Get Up isn’t worth it is because you can revive a guy than pop Healing Aura for the same effect.

Potent Pack adds 20% to heals. It’s not a flat number, it’s a percentage. That means the longer you charge the more effective it is. That also means you don’t need a full charge to do significant healing. It’s only 5 extra HP if you’re base heal was only 25. Which than I have to question why you didn’t charge it longer.

And considering Drilled speeds up the animation. Also, what makes you certain they won’t patch out that exploit?


(MilkyBear) #8

[quote=“Grave_Knight;82099”]Drilled…worthless? Drilled? The perk that makes you reload faster so you can shoot your primary sooner? I mean, sure if you rather try and rely on your secondary but what happens when you run out of ammo for that? You gonna charge them with a knife?

As for calling Get Up worthless, I can full revive someone with less charge than I would need to without Get Up. Which means I can get a guy up before he’s gibbed with more health. Only reason I say Get Up isn’t worth it is because you can revive a guy than pop Healing Aura for the same effect.

Potent Pack adds 20% to heals. It’s not a flat number, it’s a percentage. That means the longer you charge the more effective it is. That also means you don’t need a full charge to do significant healing. It’s only 5 extra HP if you’re base heal was only 25. Which than I have to question why you didn’t charge it longer.

And considering Drilled speeds up the animation. Also, what makes you certain they won’t patch out that exploit?[/quote]

I read somewhere that was intended. So maybe.