Steady Augment


(sonsofaugust5) #1

Hey, does anyone know how much of a buff Steady does? 21% of what, 100 hp would mean 21 extra hp which means 1-2 extra shots. The only three cards that I feel are viable are c41, sm43, and bl81 because they have lock-on. I think the smg card has poor augments aside from lock-on and the smg9 is a bad crotzni. So for me its between the c41 which has spares, lock-on, and extra supplies or the bl81 which has lock-on, steady, and chopper (useless). I just feel that steady is a useless augment and the same goes for chopper. I like phoenix because they give you a lot of good options with his loadout augments. They should do that for every merc…


(sgtCrookyGrin) #2

No worries most people think Bush needs a buff to be on par with the others…


(JJMAJR) #3

I love Phoenix for the fact that any loadout card you get for him is almost always good.

So yeah, that should happen for every card.


(sonsofaugust5) #4

@JJMAJR Well theres no “best” really. . . Like 383 sparks is the best healing sparks


(SiegeFace) #5

I havent seen much of a benefit from steady, but its not meant to turn that ability into turret the tank engine anyway. I think it just means it can survive that extra shot or two which can give you some extra time if you plant them near objectives/choke-points or net you an extra kill.

Either way I use proxy mines/turrets more of a distraction piece than anything else, as time can be your greatest ally on defense, especially if your defending first on a stopwatch game.

Just checked the wiki page for Bushwhacker, and assuming its up to date then this is what you are looking at.

Turret Without Augments

  • HP = 110hp
  • Lock-on time = 0.6 seconds

Turret With Lock-on & Steady

  • HP = 133.1hp
  • Lock-on time = 0.42 seconds

(sonsofaugust5) #6

Yeah the steady augment isnt that good. I’ll take the kek with focus


(GatoCommodore) #7

the steady augment made me able to drop turret on the fly and not getting destroyed in uder one second.