Focus - Risk of being irrelevant do to ping and low amount of time in ironsights. Strength is fine. Feels more like an Offensive ability.
Lock-On - Strong for Proxy and Bushwhacker but useless on Turtle and Fletcher. I think its more of an Offensive ability yet again. Its not too strong for Proxy and Bushwhacker.
Spares - More of an Offensive ability yet again… Strong in the hands of Thunder/Fragger and Sawbones useless in the hands of Field Ops.
Tough - Fine and well balanced
Unshakeable - Fine and well balanced
Big Ears - Quite worthless in current patch due to poor sound anyway. Should be increased slightly to around 25%
Bomb Squad - Not too strong but cancels out multiple Mercs core abilities so I would remove this as it “counters”
Spotter - With the decreased stopping radius 1% more seems worth less. This is the weakest Aug so far…
Undercover - How anyone would consider 1% range on Spotter balanced with 20% on smoke is beyond me… This is quite strong…
Untrackable - Boarderline of fair. With the current movement speed that 20% reaction time on Mines would get you almost completely out of range. I would reduce to 10%.
Armour Piercing - Fine but you use it on some of the least compatible mercs. On something like Rhino this is strong!
Bigger Blast - You should stay well clear of having Augs that buff an individual mercs ability. It means that nader is lirially worse without this Aug.
Chopper - Giving me 20% more damage on a melee weapon that back stabs and gibs downed players is worthless. Even more so when I get it for my cricket bat. Numerically the power is fine but functionally its effectively worthless.
Cool - On EV maps its worth it… Not really too powerful…
Drilled - Very strong I feel should be reduced to 25% or do not display the number and set it differently for each weapon.
Explodydendron - Strong with some worthless with Stoker
Fail Safe - Fine and well balanced.
Ice Cold - What where you thinking???
Nitros - Really??? What the **** were you thinking???
Quick Draw - Fine - would personally reduce from 50% to 30% in order to balance
Double Time - Strong but not broken. Should be more universal (defensive) to avoid being OP.
Enigma - Fine - well balanced but a little niche
Flying Pig - Very map dependent - Nothing really wrong with it though…
Quick Eye - I would like to see this increased to 40% for a while and have it moved to (offensive) More viable IS for people that choose to use it is a good thing in my opinion.
Sneaky - At only 10% this is acceptable but still only borderline acceptable.
Springy - Awkward, kinda ok… Jumpers dream I suppose.
Guardian Angel - I think this is broken in the current build - theory it is fine its a option for less skilled players to be a little safer. Currently I feel like the airstrike warnings in general could do with being tweaked but I suppose this helps.
Looter - I like this mechanic full stop and think its fine and balanced but most importantly fun!
Pinapple Juggler - Cool concept useless in practice and just not worth the effort to do specially when people cook nades… I would remove this.
Extra Ammo - Actually, even though its a boost to a Merc, I do find this acceptable.
Extra Supplies - Again, I feel this is a valid Aug and I like it.
Get Up - Decent and well balanced.
Healing Range - Decent but makes these two mercs simple better with this ability. Saying that, With Potent packs on the same Aug list I would say it is a choice so fair.
Potent Packs - Overall I feel like this is… Should be reduced for Auras healing station though to around 12%.
Quick Change - Again being just for a solo merc on their primary ability means sparks is out right better with this Aug.