I can’t try her now : I am stuck downloading a game with an uber slow internet connexion from outer space… Actually downloading at 0 bytes per seconds. I can’t download shit. 
So, tell me everything ! Good ? Bad ? New meta ? Loadout cards ?
I can’t try her now : I am stuck downloading a game with an uber slow internet connexion from outer space… Actually downloading at 0 bytes per seconds. I can’t download shit. 
So, tell me everything ! Good ? Bad ? New meta ? Loadout cards ?
What I want to know is why half her cards have Potent Packs as an augment.
You can check most of her cards in the store btw with the bronze loadouts.
[quote=“Eox;12366”]I am stuck downloading a game with an uber slow internet connexion from outer space…
So, tell me everything ! Good ? Bad ? New meta ? Loadout cards ?[/quote]
I’m at work so I wish I could help you. 
Can somebody grab a quick SS of the store page bundle for Sparks and upload it so Eox can salivate?
thanks!
The new(?) augment that is the rectangle with the 2 up arrows is “Quick Charge - 25% increase to round charge rate”
Loving her so far. Only complaint I’ve got is her instant health packs feel a bit weak but I haven’t tried her with Potent Packs yet so I’ll have to see after I get the card I want with that how they feel then.
[quote=“scrub;30039”]http://i.imgur.com/XKJHVKc.jpg
The new(?) augment that is the rectangle with the 2 up arrows is “Quick Charge - 25% increase to round charge rate”
[/quote]
Awesome ! Thanks pal ! 
Her packs probably should be a bit on the weaker side individually, otherwise she’d be stepping on Sawbonez’ toes too much. His packs should definitely be much stronger since they are limited to being over time while hers are instant.
Her packs probably should be a bit on the weaker side individually, otherwise she’d be stepping on Sawbonez’ toes too much. His packs should definitely be much stronger since they are limited to being over time while hers are instant.
[/quote]
Yeah that’s what I figured but at the same time it’s easy to blow through all three on just one person. Possible offset could be shaving off a second or so on the refresh time for them. But just first impressions I’ll probably get used to how they are and work around it.
Yeah, it’s 6 imho. Faster recharge on her primary ability by 25% + get up = amazing.
Why do only two loadouts get that new augment!? haha
The only other loadouts I might consider is 1 and that is because Get Up + Drilled make her quite mean in a fight. Although 9 comes in close with Chopper + Cricket Bat.
[quote=“Kenzi;30052”]So which card do you guys think is the best and why is it card number 6?
http://i.imgur.com/6p7o6nr.png[/quote]
Same reason Sawbonez has one card that shines above the others. Good primary weapon and two perks that help him heal better.
[quote=“scrub;30035”]What I want to know is why half her cards have Potent Packs as an augment.
You can check most of her cards in the store btw with the bronze loadouts. [/quote]
After playing one game with her she definitely needs potent packs. Her packs do not heal much and she can’t throw out that many. The potent packs/get up/battery card is probably her best (comes with emp9).
She’s pretty fun though. The ranged revive is great. Not sure you can range revive a person who is falling after death though as I seemed to consistently not get those. I’m wondering if that is a universal change or just something you can’t do with her gun.
Sniping with her medic gun is great. Does a lot more damage than I was expecting.
Ok played her a couple of rounds, my opinion will propably change over time as I get to know her better but here it goes.
Right now she feels UP don’t get me wrong she is fun to play no doubt but she is very hard to use and has propably the worst damage output of all mercs sofar.
The Overcharging mechanism means that you can’t really pre-aim for incoming enemies (or atleast your timing must be spot on even more than priming fragger nades) and worse it has build up so if you drive it over the optimum a couple of times, it will overheat no matter what. Also the shot has traveltime (fast but still) so you have to lead targets. On the other hand you do have to charge the gun a slight bit before it does anything at all. Which means you can’t bling low damage around either. To make defending against ambushes even worse charging up slows you down as if you were ADSing making you an easy target aswell. It is very satisfying to get revivegun kills tho I must say.
On the revive side of things it isn’t sunny either. Don’t get me wrong reviving people from the MG house on trainyard while they fight in front of the ammohouse is pretty strong. But it seems like the gun has similar hitbox problems, like snipers trying to finish someone. Also bad, teammates will block the bolt (and I thought having Nader nades bounce of teamates was bad).
The healthpacks imo are not that great either, well nothing wrong with them actually except that because they are smaller than sawbonez packs they are also harder to land on teamates. And because they give less health you will run out of them very quickly (I guess they are meant as bandaids more than anything).
Overall I feel that while Aura is the defensive and Sawbonez is the offensive Medic she seems to be best at flanking (like fletcher) killing people from behind and then reviving your fallen squadmates from the enemies position.
I doubt that in her current state, she will play a role in comp not enough offensive power and survivability.
But maybe she is not that bad, she is definitive a Merc that will demand a lot of training either way she is fun to play I give her that.
Just got the 383 Companion Agent as my first craft for her, it’s definitely the best one if you play as a support.
she is freaking ridiculous if u are good at timing the charges u can effectively insta down 120hp stuff instantly with headshots so far i have 1 poped skys and artys its ridiculous lol its the skill cannon of my dreams and not to mention it does 54 damage with a full charge to EVs and its spammable…