There needs to be more controversy in the perks.


(nimbleIsland) #1

The perks in general need to be way stronger. One of the reasons i’m afraid to spend more money is because there is generally a 2/9 chance I will use what I payed money for. These “situationaly viable.” perks are really just garbage. Cool, melee perks(it’s useful sometimes in unranked, where people get a k/d of 5+ all the time using only their guns!), pineapple juggler (fragger sometimes forgets to cook his grenade!), and quick draw.

I own cobalt loadouts for some mercs and I use the default loadout instead because they at least have a good weapon.


(Reddeadcap) #2

Not really how powerful some loadouts are but the practicality of some is nonexistant and some aren’t even given to mercs that would be great for them.

Lock on literally states it makes mines explode faster when triggered and turrets lock onto enemies faster but Proxy lacks it and Fletcher does and before fletcher’s sticky bombs literally were thrown proximity grenades that would explode instantly when enemies are near it.

Failsafe on a fire support that isn’t Stoker doesn’t make sense as the rest shouldn’t be anywhere near their airstrikes and even then it wouldn’t be enough to save them.

Tryhard on Rhino and the fact that only one Loadout has Nitros and another has Icecold.

Big Ear, Mechanic, Quick eye, Sneaky are pretty pointless sometimes.

Undercover not being available to Redeye.