Augments that ruin my loadout.


(briefPecan) #1

First off “Cool”, now as it seems the loadouts are predefined by the developers. What is beyond me is why they combine cool with mercs that have little use for it. Aura or Kira, proxy i kinda understand because you can stay in the EV’s turret and help it move at the same time.

Otherwise the mercs are sitting ducks and especially with these weaker mercs they can be picked off with smg or rifle easily. Now with aura you could combine the MG with an health station, but many of the MG positions are so exposed that it becomes doomed anyway.

And then there is the fact that this skill is absolutely useless in one map, underground. No turrets, so your 3 aug loadout might aswell be of lead rarity.

Other one would be springy on a fragger, atleast to me thats a dead augment. I dont need to jump 3 times in a row with this character. Maybe there are some pro map climbing movements out there, dunno.


(GregHouseMD) #2

Springy just lets you keep momentum while jumping ( not make additional jumps) and so is useful if you’re skipping along to avoid snipers and such.

I suspect it’s done the way it is to make one loadout strictly better than another. You usually only get one that’s really useful, and others that are more situational or provide minor benefits. In the end, none of them are game changers ( compared to, say, perks in CoD).

In most cases, I go for specific weapons, then see which augments are available.


(briefPecan) #3

Yeah in the end its down to player skill. Some augs just seem to play much more to the effectivity of a class. Augs that are constantly bringing benefits to the mercs core capabilities.

Wouldnt mind getting more “Tough”, “Double Time” and “Chopper” for any merc really. Then some “Get up” and “Extra supplies” for medics. I have aura with those, but the daaaamn weapon is Blishlok… i nicknamed it “Killblock” (i need better aim).


(cornJester) #4

My Rhino card has the cool augment. Because THAT’S where you need your minigun toting tank, on the smaller mounted MG far from the action. :stuck_out_tongue:


(GregHouseMD) #5

Rhino is arguably the best candidate in the game for Cool. His minigun is atrocious at range, and he can survive even sniper headshots ( the primary hazard when you’re manning an HMG ).


(scrub_lord) #6

So is it only enough momentum for an additional jump, or can you keep jumping with the initial speed for awhile?


(Temporary) #7

So is it only enough momentum for an additional jump, or can you keep jumping with the initial speed for awhile?[/quote]
Springy No you get 3 jumps, momentum is usually determined by what type of jump you make: normal vs running crouch jump.

If you’re doing the old trick of crouch jumping parallel to a wall, whilst pushing against it and spamming your jump button you seem to go higher/further, its how the attackers can get behind the 2nd defenders spawn on chapel and how the defenders can get into the attackers spawn next to the giant shed.


(Serious Sam) #8

I’m usually just satisfied with two decent augs and a good gun. I have a bronze Sawbonez that gives me drilled, potent packs, and quick draw (which I don’t care for), and that setup seems to work well for me (Crotzni is the gun).

Only other loadout I might want for him is the silver-or-higher-only with Potent Packs, Get Up, and Mechanic, all of which I could make good use of (Crotzni again).


(KangaJoo) #9

So is it only enough momentum for an additional jump, or can you keep jumping with the initial speed for awhile?[/quote]
Springy No you get 3 jumps, momentum is usually determined by what type of jump you make: normal vs running crouch jump.

If you’re doing the old trick of crouch jumping parallel to a wall, whilst pushing against it and spamming your jump button you seem to go higher/further, its how the attackers can get behind the 2nd defenders spawn on chapel and how the defenders can get into the attackers spawn next to the giant shed.
[/quote]
This ^. Idk what the first guy was talking about when he said it just maintains your momentum. You always maintain your momentum regardless of whether or not you have the springy perk.


(Szakalot) #10

So is it only enough momentum for an additional jump, or can you keep jumping with the initial speed for awhile?[/quote]
Springy No you get 3 jumps, momentum is usually determined by what type of jump you make: normal vs running crouch jump.

If you’re doing the old trick of crouch jumping parallel to a wall, whilst pushing against it and spamming your jump button you seem to go higher/further, its how the attackers can get behind the 2nd defenders spawn on chapel and how the defenders can get into the attackers spawn next to the giant shed.
[/quote]
This ^. Idk what the first guy was talking about when he said it just maintains your momentum. You always maintain your momentum regardless of whether or not you have the springy perk.

[/quote]

if you spam jumps too much you will start slowing down. The springy description also talks about momentum, and this was an intended change to how springy worked. Might be that you can still do 3 jumps, but that is unintentional and will be fixed (it allowed for some map-breaking trickjumps, compared to 2 jumps).


(Eox) #11

There’s also a lof of augments that are downright glitched and just do not give any bonuses ! Flying Pig is the prime exemple. You can also add Lock On on Fletcher, and Potent Packs on Sparks that have no effects.