How do you pick your loadout cards?


(VincentRJaeger) #1

I’ve been thinking lately over the loadout cards and the augments. I’ve grown uncertain on what to go for so I’d like some input about this.

What’s more important? The weapons, The augments or The skins?

Lemme know down below!

Also yes I sometimes pick loadouts because of the skin or aesthetic design don’t judge me.


(Maggot) #2

For me, its a combination of weapons and augmentations. I might take a slightly worse primary for better perks, for example. Primary weapon is the most important thing, for most classes, though.


(MarsRover) #3
  1. Primary weapon - I don’t like some so I disregard loadouts with them
  2. Augments
  3. Secondary weapon

I won’t play Fletcher/Proxy with a shotgun, no matter what augments they have. Same with Redeye - PDP loadouts do not exist for me.

There are exceptions - Sawbonez doesn’t have any Blishlok loadouts with Get Up, so it’s only Crotzni/SMG9 for him.


(Ardez1) #4

I base most of my choices on the augments and learn to use the weapons that come with them, whether they are considered good or not.

Sometimes I include skins in my choice if I have the same loadout in a higher rarity.


(Bestfinlandball) #5

I go by weapons and prefer silver and rarer skins but bronze will do


(Amerika) #6

Yeah, I’m pretty much with Mars here. I go off of primary weapons I like first and then go by augments second. Except in Vassili’s case where I go off of the primary first and then the secondary because having a machine pistol on Vassili is much better than a pistol. It allows you to be more mobile and offensive and you can more easily finish if you hit a body shot in a lot of cases. Other than that though it’s primary/augments/secondary.


(watsyurdeal) #7

Pretty much go by primary, then pick the best augments I can get together for that weapon. Unless the merc is heavily dependent on their secondary like Fletcher, then I go by that.


(Trickster) #8

I choose almost entirely on augments, but mostly because I can never remember what the weapons are called or what they do.

That and shinies.


(Zack) #9

All about what it comes with. If you have a merc that needs a certain augment like Sparks with Quick charge and Get-Up then you get that. Same for all other medics get up is almost required in a high level game. Lock on for bush wacker/fletcher. Explody for fragger/kira/skyhammer (although I don’t think explody is a complete necessity on sky) Extra mags on Vas since they took away a bullet from the MOAA. The H20 thing on Rhino (I don’t play him so I don’t know the exact name)


(moonlitAbility) #10

bling is the only thing that matters. anything < cobalt is only fodder to trade to cobalt. even bad cobalts >>>> all else


(VincentRJaeger) #11

So generally seen it’s better to go with the weapons over augments then? I’ve been a bit puzzled about it because, well, some augments seem to give a big impact on the game compared to others, something like Get Up/Potent Packs for most medics and etc.

I dunno, I often tend to have a tricky time making that decision :confused: