So I’ve been using a card that has mechanic on it and I’ve really enjoyed having the bonus of repairing objectives as medic. I realize most people look past the augment but what is your opinion on it. Also if you think it should be buffed what would be a good number for it? Some were around 35%
Is mechanic a good augment in your opinion
I like the idea of the augment adding some versatility to a class, but I don’t think the effect is large enough to be worthwhile. Unless your team has no objective specialists (in which case you should probably just switch to that), you’re almost always better off simply securing the area until your objective specialist arrives. With the bonus a little higher it might actually be worth repairing or disarming if the objective specialist isn’t yet on the scene.
Useful, but doesn’t really have that much advantage compared to non-engineers. buff the percentage to maybe 40 or 50 might be ok… it shouldbe still much slower than specialists.
p.s. I really don’t like the fact mechanic doesn’t give you higher priority when just normal non-engies repairing something. Can’t understand why. I’m 20% faster than them you know.
It’s useful in random matches. Annoying that it doesn’t overtake a non-engineer without the perk though.
I’ve never gotten priority over non-mechanic users.[/quote]
That part of the perk sadly is still broken. If you start repairing it goes 20% faster, but you can’t take over from someone.
I like this perk on Skyhammer/Stoker in pubs - when my abilities are on cooldown, allies have all the ammo they need I can go repair the EV.
It’s amazing. By itself, not so much, but if you look at the other augments, it just shats in them.
Also 20% is surprisingly noticeable.
When I don’t have an engineer in my roaster, I always find useful to have a merc with improved repairs on EV maps. CR73 sawbonez for example is a nice utility loadout that can handle repair jobs and be extremely efficient on healing.
It’s a useful perk, sure. Perhaps increasing to 30% might be a nice improvement, but it’s certainly not “bad”. It can shave a second off of a repair or defuse sometimes, so it’s not terrible. 
Buffing it could be dangerous because giving this perk too much viability would decrease the need of having engineers.
Devs should fix it so mechanic have prio over non-mech (but still lower prio than engi).
It’s pretty good where it is – it isn’t a great perk, but I wouldn’t want to buff it for fear of replacing engineers. It’s a solid second tier perk (better than cool, certainly).
Sometimes the engineers get shot like the damn peasants they are, and his royal Sawbonez must step down from his holy medpack throne and fix shit.
It can be nice a pinch.
50% is still 2 times slower than engineers. In my opinion, still not a replacement. Though maybe 30-35% percent would be better.
I enjoy using all the mercs, and I’m pretty big on play the objective. So I tend to keep all cards that have this augment. It definitely compliments my play style.
buffing it a little to about 30% and giving priority over non-engineers would make it a really good augment. Its not bad as is, but it could use some improvements.