Cobalt Trade-Ins?


(N8o) #21

To be completely honest, it’s really easy to do well with a lot of the default cards out there. People get so caught up with their augments that they forget that the core of the merc is in their abilities and weapons. Sure, I love my Fletcher with Double Time, Lock On (Which is, mind you, useless), and Toughness, but I am sure I could do fairly decent even without that card because using sticky bombs is what the class is about.


(Jurmabones) #22

Agree. Sometimes I get caught up rerolling loadouts and spend some of my good ones. It’s never a big deal though, because with the default loadout on any class I still do just as well. I only think about the advantage of a loadout card in extremely narrow circumstances (enemy surviving by 6% hp or less, dying to the very edge of a proxy mine’s aoe, etc.).

The number one priority is to be good with your movement and weapon. Then your teamwork. Then your class ability. Then worry about tweaking your loadout. (In my opinion.)


(cornJester) #23

Absolutely but some augments just make the game funner, just like weapons and abilities. Double time is my absolute favorite because without it I feel like a snail, having to stop sprinting to reload in such a fast paced game. It just makes the game more fun when I have it.


(Jurmabones) #24

Calling preferred loadouts “pay to win” though? I think that’s stretching it a bit. None of the augments are that impactful, relative to plain old good aim and movement.


(cornJester) #25

There’s a reason that certain augments are universally preferred for mercs. Unshakable with bigger blast radius on Fragger is a game changer. If you could have that WITH the K121 and say drilled on top of that or perhaps spares, it would be the best loadout in the game for him hands down and non paying players wouldn’t be able to acquire it.

There is a reason that the unshakable M4 loadout is mostly used in comp, because it provides a huge advantage against other Fraggers by being able to survive that nade. To act as if certain augments cannot be game changers, especially when you can group any together that you like is, imo, incorrect.

So yes, gaining an advantage that non paying players cannot get is close to pay to win.

EDIT: Let’s take Rhino for another example, faster spinup (nitro) with longer time to overheat his minigun (note not the cool augment, I forgot what it is called) on top of unshakable which is his biggest weakness, explosives.


(RyePanda) #26

I think you could do better than fairly decent.

There’s a reason that certain augments are universally preferred for mercs. Unshakable with bigger blast radius on Fragger is a game changer. If you could have that WITH the K121 and say drilled on top of that or perhaps spares, it would be the best loadout in the game for him hands down and non paying players wouldn’t be able to acquire it.

There is a reason that the unshakable M4 loadout is mostly used in comp, because it provides a huge advantage against other Fraggers by being able to survive that nade. To act as if certain augments cannot be game changers, especially when you can group any together that you like is, imo, incorrect.

So yes, gaining an advantage that non paying players cannot get is close to pay to win.

EDIT: Let’s take Rhino for another example, faster spinup (nitro) with longer time to overheat his minigun (note not the cool augment, I forgot what it is called) on top of unshakable which is his biggest weakness, explosives.[/quote]

Or Phantom with Quick Slash, Chopper, and extra ability duration. Or Bushwhacker with Steady, lock on, And unshakable, with a Kek-10.

Custom loadouts would make the game Pay to win. Maybe not a whole lot, but definitely some.


(ttownjoe) #27

i dont have a probably with some reasonable amount of paying or playtime awarding a slight advantage that’s open to anyone, If hacker lost $20 of upgrades every time they get banned and have to use a new steam account, it wouldn’t be such a bad thing. As it is now, why pay for any loadouts. its pretty much pointless unless you just happen to like the a certain color.


(Yes) #28

Why would a hacker buy any loadout, especially one for $20, when they can just use their cheats?


(ttownjoe) #29

Maybe they would maybe they wouldn’t but custom augments would be worth paying for, the current system their is no incentive to purchase.


(N8o) #30

There’s a reason that certain augments are universally preferred for mercs. Unshakable with bigger blast radius on Fragger is a game changer. If you could have that WITH the K121 and say drilled on top of that or perhaps spares, it would be the best loadout in the game for him hands down and non paying players wouldn’t be able to acquire it.

There is a reason that the unshakable M4 loadout is mostly used in comp, because it provides a huge advantage against other Fraggers by being able to survive that nade. To act as if certain augments cannot be game changers, especially when you can group any together that you like is, imo, incorrect.

So yes, gaining an advantage that non paying players cannot get is close to pay to win.

EDIT: Let’s take Rhino for another example, faster spinup (nitro) with longer time to overheat his minigun (note not the cool augment, I forgot what it is called) on top of unshakable which is his biggest weakness, explosives.[/quote]

Could they not just buy that load out? Is that still an option in the game? Like the 17,500 credit ones?


(cornJester) #31

There’s a reason that certain augments are universally preferred for mercs. Unshakable with bigger blast radius on Fragger is a game changer. If you could have that WITH the K121 and say drilled on top of that or perhaps spares, it would be the best loadout in the game for him hands down and non paying players wouldn’t be able to acquire it.

There is a reason that the unshakable M4 loadout is mostly used in comp, because it provides a huge advantage against other Fraggers by being able to survive that nade. To act as if certain augments cannot be game changers, especially when you can group any together that you like is, imo, incorrect.

So yes, gaining an advantage that non paying players cannot get is close to pay to win.

EDIT: Let’s take Rhino for another example, faster spinup (nitro) with longer time to overheat his minigun (note not the cool augment, I forgot what it is called) on top of unshakable which is his biggest weakness, explosives.[/quote]

Could they not just buy that load out? Is that still an option in the game? Like the 17,500 credit ones?[/quote]

That’s not the point. We are talking about spending $20 to choose the exact augments you want for your card. Not picking a card that already exists.


(N8o) #32

There’s a reason that certain augments are universally preferred for mercs. Unshakable with bigger blast radius on Fragger is a game changer. If you could have that WITH the K121 and say drilled on top of that or perhaps spares, it would be the best loadout in the game for him hands down and non paying players wouldn’t be able to acquire it.

There is a reason that the unshakable M4 loadout is mostly used in comp, because it provides a huge advantage against other Fraggers by being able to survive that nade. To act as if certain augments cannot be game changers, especially when you can group any together that you like is, imo, incorrect.

So yes, gaining an advantage that non paying players cannot get is close to pay to win.

EDIT: Let’s take Rhino for another example, faster spinup (nitro) with longer time to overheat his minigun (note not the cool augment, I forgot what it is called) on top of unshakable which is his biggest weakness, explosives.[/quote]

Could they not just buy that load out? Is that still an option in the game? Like the 17,500 credit ones?[/quote]

That’s not the point. We are talking about spending $20 to choose the exact augments you want for your card. Not picking a card that already exists.[/quote]
Oh okay okay. I missed that I suppose. Yea, no, that’s broken.