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…
Steady Augment
No worries most people think Bush needs a buff to be on par with the others…
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.
@JJMAJR Well theres no “best” really. . . Like 383 sparks is the best healing sparks
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
Yeah the steady augment isnt that good. I’ll take the kek with focus
the steady augment made me able to drop turret on the fly and not getting destroyed in uder one second.