[quote=“goodDeposit;152024”]It was always like that yes. If you hold it to full charge, it forces you to release it. There’s no benefit past full circle apart from a longer cooldown, that’s why it doesn’t let you hold it forever.
Also my favorite Sawbones card is the SM71. I prefer the SMG-9 honestly, and even then it has both get up and extra supplies, the two perks that work the best with him. The heal is already really fast (faster than Aura I believe) and I’d rather to be able to put out more packs than a slightly faster heal rate to something that’s already fast.
As for Phoenix, I used to use the KE81 since it’s the only one with two support oriented augments, but since I got the Humble Bundle pack, I’ve really enjoyed the CR72, since it has both support and utility/offense augments.
I think that Sawbones is more of a team player. Giving the weak full health and still being able to push with his health and good weapons really give Saw a great competitive edge. However, Phoenix seems to be more of a carry medic. He can top off the slightly injured, still can heal himself quite well, and can revive himself when there’s no other medics around. So, for me, Phoenix for pug’s, Sawbones for competitive or when I can rely on my team. What do you all think of that opinion? Feel free to completely tear it apart.[/quote]
Even if I discredited myself hugely with my lack of knowledge about the cool down, I will give my 2 cents.
Phoenix has a lot of good load outs. As being in cool down is his main drawback as a medic I think Potent Packs or Extra Supplies is a must. The KE81 has both, but for my taste the KEK is the superior weapon to the Hochfir and this justifies missing out on one of both augments.
In general I would say the more players are in the game the better becomes Phoenix, just because the chances increase that you heal several mercs with one pulse. Playstyle wise is Sawbones the man for healing up a merc to full HP again. Phoenix is more of a emergency medic. Jumping in giving a health boost to as much mercs a possible with one pulse and then being off again, enabling those mercs to finish their push or to survive till they reach a healing station or get a Sawbones medpack.
About the healing power. Yes, Sawbones medpacks can heal up every merc to 100%. But mostly mercs are not down to 1 hp, when they get a heal. With 20hp left Phoenix can heal up most mercs to 100 %. Even a Fragger will be back in game as good as new after a 100 HP pulse. Not to mention that you often hit another merc by accident or mercs come running to a Phoenix, when they see you charge.