Remove "Cool" on medics/non engineers


(BushDweller) #1

This augment is really disappointing to see when getting a loadout card to the majority of classes. Please remove it and replace it with something more useful on mercs that are not engineers. Lets face it, who is ever happy when they get this augment, probably a few people, but overall, it makes no sense for it to be on a medic class whatsoever. Engineers, and maybe support classes would be the only type of mercs that makes sense to have it. I hope you consider removing/replacing this augment on some mercs.

I would also like to see the “Quick Charge” for sparks to be the replacement for “Cool”. For one of her most vital augments is only on 2 of the loadout cards. I’m sure other classes also have important augments that are only featured on a couple of loadout cards, which can replace “Cool’s” spot.

Thank you for listening and reading


(Monty) #2

I would not say Cool is useless, at least, not for the Aura. For example you can set up your healing station behind the Mounted MG, and then wait for the attackers to arrive on your firing range. The healing station will keep you alive long enough, and the augment means you can fire much longer bursts.

Hence, if the attackers rush onwards in one huge blob, you will end up with more kills than deaths.


(BushDweller) #3

I guess[quote=“Monty;54242”]I would not say Cool is useless, at least, not for the Aura. For example you can set up your healing station behind the Mounted MG, and then wait for the attackers to arrive on your firing range. The healing station will keep you alive long enough, and the augment means you can fire much longer bursts.

Hence, if the attackers rush onwards in one huge blob, you will end up with more kills than deaths.[/quote]
I agree in those situations, but for health pack medics it’s meh
The thing is, I thought healing stations don’t heal when on a turret?