As I really liked the Q&A stream we had a while ago (maybe I didn’t agree with all the answers I got, but I still liked it), could we have anyone from SD actually give us some insight on the upcoming 2nd Gen Loadouts?
Either another Q&A stream possibly or just a forum post that would get some active replies.
I’d like to think that augments/loadouts aren’t THAT important “new” content that all the information about it has to be kept a secret till release.
Just to start things off, I’ll just leave a couple of questions I’d hope to get answers to about the topic.
- Will we see new augments?
- Are the 2nd Gen Loadouts just going to have the augments shuffled around to bring better balance to the loadout values or is there a chance for primary/secondary/melee weapons to also be shuffled around a little, maybe even switch out some of the weapons that the mercs currently use?
- Will some of the ability specific augments be removed and added into the abilities by default or will there be a better variety that have different effects on the ability.
For example, personally I find Undercover too valuable on Phantom to really pick any other card in most cases, but medics have a nice variety of: increased health on revive/increased healing/reduced cooldown/increased radius.
In other words, will the loadouts with ability enhancing effects still remain superior over those loadouts which don’t have any of those. (Quick Charge/Undercover/Explodydendron/Lock On/Steady/Bigger Blast/Nitros/Ice Cold) - Will both the Pineapple juggler and Cool be removed? As one is considered useless and the other one literally can’t be used in Execution gamemode. (Just to confirm 100%)
- Are the augments that are currently considered less valuable going to get buffed again? Or will the more valuable augments be nerfed?
(Personally I think nerfing would only make the loadouts in general less valuable, but something like Sneaky could potentially be a really great augment for flankers if it’s value would be tripled to 75% or more. Enigma as well against the spotters, if it’s value would be slightly higher.) - Are medics still going to have more than one Augment that increases their supporting capabilities?
For example Sawbones got one loadout for CR and one loadout for SM that contain two augments that make him a better medic, while rest of the loadouts either have only one or no augments at all that improve his role as a medic.

