[quote=“Amerika;78496”]Get-up is the most powerful augment in the game right now IMO and the most powerful by a country mile. Being able to quick shock somebody before they are gibbed in competitive play and have them revived with a solid amount of HP makes it almost a requirement. Which makes loadout options for medics a whole lot less interesting from my point of view. I am not a huge fan of nerfing things and would instead buff things that are underwhelming…but I would nerf GetUp if it was up to me just to make choices more interesting. However, I’d probably accompany the nerf with base no-charge time revives with a bit more HP all around.
I also personally would not want an augment in the game that would encourage players to help up people when they are not medics. Pretty often a person helping you up only ends in them dying and then the person they helped dying.[/quote]
Well the first augment I suggested might solve that problem, faster charge on the paddles or REVIVR means less time reviving and more time fighting, which is a good thing if that’s how you like to play Medic. Without it, you might be a slightly less effective combat medic, but maybe a better healer depending on the augments you have.
And the second augment, yea, maybe it’s not smart to encourage people to help up when they aren’t Medics…but with that logic it’s not smart to encourage people to plant bombs or defuse when they aren’t Engineers.
Truth is it’s going to happen in those clutch moments, and having one augment of three that can fill in the gap so to speak when a Medic is not available or if there’s not enough of them, can still make things interesting.
Not only that but it could be interesting even in competitive, there may not be a need to run two medics all the time if one person can simply revive you and do something else as well.
I don’t think it’s going to hurt the meta in any specific way, at least not as much as it’ll add more to it and give a different variety in possible, viable load outs.