[quote=“stealthyBass;30985”][quote=“animatedFrog;30984”]New favorite merc, I love her so much.
The REVIVR is so strong. You can snipe anything up to Fragger with a fully-charged headshot, which is INSANE. I like to play further back and pop off a few shots, then heal myself while I wait for cooldown. Sparks is no slouch in close range either, popping off even a halfway-charged bodyshot followed by the Empire is enough to kill anything short of mercs like Fragger, who just have too much health.
The Empire is actually ridiculous, it’s hard to believe it’s supposed to be a secondary. Seems just as strong as any other SMG, just runs out of ammo quite fast.
I’ve never had so much fun playing a medic class in any game before! Sparks runs fast, heals, revives, snipes, and isn’t that bad in CQC either, yet she feels perfectly balanced compared to other medics because of the delay between reviving people, weaker healing, and being quite fragile.
However, I do think that the wonky hitboxes should be fixed (perhaps a small AOE of revive around where your dart lands to help compensate for weird ragdolls?), and Sparks’ Potent Packs ability is bugged so health packs actually give 10 LESS health, rather than 10 more, which is quite annoying.
also she’s adorable[/quote]
Heard from someone at DB today while in the alienware chat (Not sure if it was Jeremy or someone else typing in chat) but they’re already looking into the issue with reviving people and I passed on the thing about the potent packs not working. [/quote]
I heard that potent pack does not work indeed.
And it’s not the only augment that does not work for some mercs. Lock on on Fletcher does not work either as far as I know. A fix would be really welcomed.