ETQW never had this number of variations to try and balance…
Also, Snipers do not 1 shot head shot a Rhino (part of the reason for making that point).
I do audio logs each day (multiple a day) for my concerns with Dirty Bomb and the multiple Merc one comes up again and again.
I will quickly talk about one really BAD example (this is best case scenario kinda thing to show the effect though out all Mercs)
Phoenix and Sawbones…
Basically do the exact same job just in slightly different ways…
I consider them quite balanced next to each other really and I have no issue with fighting vs a Sawbones and a Phoenix. I would much rather fight them with one of each rather than two of the same. Why would this be? I mean, I just said they are balanced after all… Well, to get to the bottom of that we need to look at what each of them does better than the other.
Sawbones…
He has a constant ability to heal himself.
More of a Medium range Merc in comparison.
Phoenix…
Self revive…
Ability to heal in a radius over time…
If you get into a close range fight with 2x Phoenix you are more likely to lose the fight due to ammo capacity vs 2x potential self revives. Their instant heal also means more health throughout the fight while shooting. Even if you down them both and manage to gib one in the time required, you still have to contest with a self revived Phoenix in most cases. If the fight takes too long you run the risk of them both being back up again. This makes them better at rush attacks than either 2x Sawbones or 1 of each.
If you get a medium range fight vs 2x Sawbones with cover you are really unable to push due to self heal. Any chip you get on them before running in is likely reset on reaching their position. This makes them very good as defence Medics. Also, thats double the number of packs on the ground for the team. This makes them better at this role than 2x Phoenix or one of each.
If you have 1 of each at Medium range with cover, simply focus the Phoenix and get a foothold as you know after he heals the first time you have 10 seconds to act. If there are one of each close range, focus either and gib either to double your chances of not being reversed. They only have half the effective heal or damage at any given time due to sawbones needing to throw down his packs.
The problem is what they do well for as Mercs… Supporting the team… Realistically, all 3 combos work almost identically just with different input from the player. This means it would most of the time make more sense to take 2xPhoenix or 2xSawbones then it would do to take one of each. There is simply more positives to double them up.
Each time you add more of the same Merc their “positive” normally gets stronger than any other combo would allow. (obviously assuming that you have a medic or two and a engineer). Obviously there are tipping points when the benefits start to dwindle .