- Does it work?
- If I have can I take over repairing, defusing, etc. from non-objective specialist teammate that doesn’t have mechanic? Because it doesn’t seem to work that way. :c
Thank you! 
Thank you! 
I believe it does work, although it’s only a 20% boost so it’s not incredibly noticeable, but some-what useful.
The down-side to it is, no, you CAN’T take over from another non-engineer that is repairing. It will go at their speed of repair, regardless of you repairing or not. I’m not 100% sure if the mechanic augment works the same with planting/diffusing C4, but I know that’s how it works with repairing. 
Hmm… not sure about that, it’s not a very widely used augment since it’s usually on undesired loadouts. Definitely worth a test though, maybe we can quickly try that out today because I was curious about this too and whether or not it really make a difference.
[quote=“Faraleth;83210”]
The down-side to it is, no, you CAN’T take over from another non-engineer that is repairing. It will go at their speed of repair, regardless of you repairing or not.[/quote]
This su*ks, I would love that to be changed 
Thank you! 
The system is supposed to allow anybody with a faster repair time take over. So if non-mechanic vs mechanic then the mechanic ‘should’ take over. Then if it is a specialist vs a mechanic then the specialist should take over.
It is possible the takeover on mechanic vs non-mechanic is not working. Will need to be tested.
I often play as Skyhammer or Sawbonez with Mechanic and can’t recall any situation when I’ve taken over repair from other non-engineers, including mercs that don’t have access to this augment. My best guess is taking over doesn’t work.
Yup, that was my main problem with this augment, that’s why I asked, wanted to check… And lots of people think it is one of the most useless augments in game since there is class that can do exactly the same but about 3 times faster than person with augment 
So this taking over would serve good purpose to people that love to play objective, but don’t want to play engies.
[quote=“Ardez;83214”]The system is supposed to allow anybody with a faster repair time take over. So if non-mechanic vs mechanic then the mechanic ‘should’ take over. Then if it is a specialist vs a mechanic then the specialist should take over.
It is possible the takeover on mechanic vs non-mechanic is not working. Will need to be tested.[/quote]
This indeed doesn’t work. I have the mechanic augment for Phoenix, and it still tells me “teammate repairing” when Nader’s or Skyhammer’s, etc are repairing.
CR73 Sawbonez is considered very good. Skyhammer’s M63 isn’t terrible.
I usually take one of those when I don’t have an engineer in my squad to have at least some options. 20% faster EV repair may not sound like a lot, but it is.
@Ardez Yeah, I tested this before. If you have the “mechanic” augment it DOESN’T let you take over from someone repairing slower. All you will see is simply “Team-mate repairing” and from what I could tell, it didn’t visibly speed up either :c (but due to it only being a 20% increase, it was a little difficult to tell, so I might be wrong)
I agree, as the system is based around whoever is repairing faster has the priority, the mechanic augment should also apply. I believe it was raised as a question/report on a Splash Damage stream quite some time ago, but we’ve heard nothing since. I guess there’s no harm in checking again to see if anything’s been done for it. ^.^
The augment only works on the wrench/repair/disarm tool, hence it does disarm faster, but it does not let you plant faster, since you are not using the repair tool for that.
It ‘should’ let you take over a disarm or repair from a teammate without the augment. It’s a bug (or rather a feature that still needs implementing) that it does not, especially considering that Fletcher occasionally still can have problems taking over from non-specialist mercs.
[quote=“Faraleth;83251”]@Ardez Yeah, I tested this before. If you have the “mechanic” augment it DOESN’T let you take over from someone repairing slower. All you will see is simply “Team-mate repairing” and from what I could tell, it didn’t visibly speed up either :c (but due to it only being a 20% increase, it was a little difficult to tell, so I might be wrong)
I agree, as the system is based around whoever is repairing faster has the priority, the mechanic augment should also apply. I believe it was raised as a question/report on a Splash Damage stream quite some time ago, but we’ve heard nothing since. I guess there’s no harm in checking again to see if anything’s been done for it. ^.^[/quote]
It was mentioned that the augment was previously not working but was fixed when they did the augment sweep(trying to ensure the augments, like Flying Pig, worked). It is never an augment I use, so I am not sure if it was indeed fixed during that sweep.
Ahhhh right, well that makes sense. Not 100% sure then, will have to test it again at some point… 
Ahhhh right, well that makes sense. Not 100% sure then, will have to test it again at some point…
[/quote]
@Faraleth, If you want we can try test that today, can easily get a few people in a private match for it… possibly try out some other things too, hell lets host an event for testing whatever comes to mind! :3
Ahhhh right, well that makes sense. Not 100% sure then, will have to test it again at some point…
[/quote]
@Faraleth, If you want we can try test that today, can easily get a few people in a private match for it… possibly try out some other things too, hell lets host an event for testing whatever comes to mind! :3[/quote]
We shall celebrate 100 members of our group, and Faraleths promotion too!
If we can get enough people, maybe we could do two separate one for US and one for EU events…
Personally I like this augment, ir’s good for someone who likes to fill in the gaps in the absence of engineers or someone not doing their job.
I kinda wish they had something for reviving people too. Just a small reduction in the time it takes to pick someone up would be great for picking up your own medic for example. So you can play another class that’s more combat or objective oriented and still fill that niche, but without having to run a second medic.
[quote=“Watsyurdeal;83275”]Personally I like this augment, ir’s good for someone who liked to fill in the gaps in the absence of engineers or someone not doing their job.
I kinda wish they had something for reviving people too. Just a small reduction in the time it takes to pick someone up would be great for picking up your own medic for example. So you can play another class that’s more combat or objective oriented and still fill that niche, bwithout having to run a second medic.[/quote]
Wow, something like 50% reduction time to revive your medic teammate would be great augment!! Since I know people in other thread where it was suggested didn’t like that players who could help up killing/repairing, and generally doing their job as a class they chosen, could help up faster other teammates, because it isn’t their job…
Now for helping up medics, it’s totally other thing, and since it is only medics you can help up faster it is great deal of reduction like 50% or so 
For mechanic, I like it too, because when I get bored with Fletcher (it is rarely so, though) I can do objectives while other OS teammates are killed…
Now I got idea that there could be that augment I would call “under pressure” would help up medics 50% faster, as well as Obj. Specs. while C4 is armed, or Fire supports while EV is on…
Sry for extending your idea though 
No it’s fine, I don’t know about 50% but that’s only because I don’t know the exact time it takes to revive someone in that manner.
But I think it’s perfectly valid to have that since the meta in a casual environment like a pub, vs a serious environment like in a tournament or scrim, is always different. So in pubs, it makes sense to have those augments to fill those gaps, just in case someone isn’t taking up that role or is new.
Whereas in competitive, it’s definitely one of those trades that could win or lose a game, lose your second medic for being able to do more with a second engineer or a second assault class. It comes down to a lot of specific factors.
I’m kinda surprised the devs didn’t consider it to begin with, it makes sense to have really diverse loadout cards for each merc that give them side jobs or roles.
Like a Phantom has the Blishok and a knife, but has Mechanic, Untrackable, and Undercover. He becomes the ultimate ninja planter, but becomes considerably worse at getting picks. It’s a cool niche that could actually be really potent in the right situations.
[quote=“Feley;83228”]Yup, that was my main problem with this augment, that’s why I asked, wanted to check… And lots of people think it is one of the most useless augments in game since there is class that can do exactly the same but about 3 times faster than person with augment 
So this taking over would serve good purpose to people that love to play objective, but don’t want to play engies.[/quote]
It’s great on loadouts for pinch-hitting when your Engie can’t be there at the moment. Sawbonez makes great use of it. I wish Phantom had access to it, he could get behind the enemy and ninja-plant.
But apparently the “priority” aspect of it is broken…or so it seems. Sigh…
Mechanic could be a life savior in those clutch moments when the engineer gets picked. Microseconds absolutely matter. If I can sneak in a little extra utility where I can, I’m going too even at the expense of killing power.