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I get that every merc has 9 different weapon loadouts with every one of them having its own “name”. But there are also these 3 little buffs and I do not understand that system completely yet. So do I just get 3 random on my loadout (except those who are unique to one merc) or does every merc has his own pool of useful buffs? Or, to name an example, can I get stuff like Explodydendron or Get up on Vasilli? Also, I think I am able to understand which buff is good or not so good for my merc and I guess that having 3 really useful buffs is pretty hard to get, how do I know if I should use that card or just get another of that same weapon loadout?
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How important would you rate the secondary or melee weapon on a loadout? I mean sure, you always focus on your favorite primary, but in case there is a merc where you like all of his primarys or just do not dislike one, what do you base your decision on? I mean, in my case, I like firerate over damage when it comes to handguns and I hate the cricket bat (visually), but knifes deal less damage and have lower range.
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Fragger…oh boy. I decided to play every merc for a few hours to figure out which ones I like and which ones I do not like. But he is the only one so far that leaves me on the bottom of the scoreboard more often than everyone else. And I don`t really know why. Okay, he is not made to support or do objectives, but I do not even get many kills with him, or lets say, not more than with engineers, firesupports, medics…maybe I am just bad with the BR-16 or bad at using his nade, but maybe someone can tell me what are the keypoints that make him a good pick and how to get more XP with him, besides aiming for badges.
Some questions
Welcome!
The augments/perks are predetermined on each of the nine cards. Let’s take the M92 Elite Rifleman for Skyhammer as an example; you will always have the exact same three augments on that card: guardian angel, explodydendron and drilled. You can view all possible variations for each merc in the store under loadouts. There you can also buy a specific loadout card you like for 17.500 credits or alternatively by spending some real money.
Now something that is worth noting is that there are two generations of loadout cards. The second generation is all the cards you have right now and that you can obtain through cases and crafting. These cards are generally speaking superior to their first counterpart (though there are some exceptions here and there). That means that there are 18 cards for each merc in reality. If you wish you can always view and buy the first generation cards, they make an appearance when you pull the switch here:
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I decide on a card by the following factors: First the weapon, then the perks and finally the melee. I don’t mind any of the secondaries (except the deagle, I barely hit anything with that thing) so that doesn’t flow into my consideration. I certainly wouldn’t drop a card I had an eye on just because of the melee either, though without doubt I’d take the beckhill combat knife each time if I could for its trustworthy hit registration and running speed.
That gets me to my next point. All weapons as well as abilities have diverse running speeds. You run a little slower with the cricket bat, katana, kukri and batons (?) equipped, whereas you achieve the full speed with the other melee weapons.
Fragger is set out for killing only so you’ll have to be quite successful in that regard to rack up a lot of points. Try out the other two weapons he has access to, I personally don’t feel like the BR-16 suits him all that well. I’m not sure if you are aware yet but it’s possible to cook his grenade. You can time it that way, letting your enemies no time to react. Hold down the left mouse button to trigger the process but don’t hold it for too long, you might blow up yourself.
By the way, I have moved your thread to general chat as I feel like threads like these deserve much more attention.
For your second point, how important secondary and melee weapons are really varies on your playstyle.
I know a lot of people who only ever use their secondary when they run out of ammo and only use their melee to finish downed enemies.
Then there are some people who just like to run around stabbing people.
It’s also worth considering not all melee and secondary weapons are the same either. For example, I love the beckhill combat knife bit hate the stilnotto stiletto. Secondary weapons are even more diverse, since they can include anything from standard pistols to revolvers, and even machine pistols.
It’s just something you have to get used to over time. You might not like to use them at first, but just be open to learning new playstyles using them.
First of all, thank you for your replies.
I use the handguns when I run out of ammo (and my fire support does not care…), when my primary needs a reload because I was fighting multiple opponents or when I play a sniper to finish low health opponents or when I feel that I would not get hits with the sniper in closer combat. Melee…just when my opponent forces me too, so I will not be charging at an opponent to beat him up…except with Phantom, but that is something else. MPs are great of course, I just dislike the revolvers and that Desert Eagle thing.
In case of Fragger…I tried his standard loadout yesterday and that was a little better…but I guess I just need the M4A1. Unfortunately I do not have enough Credits to buy loadouts in the shop, so maybe I have some luck in crafting…
Crafting is a double edged sword honestly. You might draw the card you want with the first or second try but it might also require a lot of attempts and it gets to a point where you would be better off just buying it from the store. Either way the M4A1 is a solid weapon, you won’t go wrong with it.
@HauniHaunted said:
- Fragger…oh boy. (…) maybe I am just bad with the BR-16 or bad at using his nade, but maybe someone can tell me what are the keypoints that make him a good pick and how to get more XP with him, besides aiming for badges.
As @Kirays already said cooking properly timed nades so their explosions can’t be avoided is essential for Fragger.
Also Fragger is more effective with a “pocket medic” that stays close to him and focuses on keeping him alive. Sawbones is a very popular choice for that, Phoenix can also be effective though he has a harder time fully healing a seriously wounded Fragger. So if you have a friend to team up with, give the Fragger + Pocket Medic routine a shot.