Quick Eye also reduces raise and lower time when ADSing, helpful at range.
Underwhelming Augments - Or bad Merc placement.
Playing devils avocado here, I think the reason it doesn’t give you a heap of ammo or health is because, much like the ammo boxes dotted around the map, SD don’t want to completely remove the dependance on your team. Ammo boxes require you to stand around for ages like a mug whereas an arty or skyhammer can fill you up to the brim with their little packs in no time at all. I don’t imagine they want mercs to become too self sufficient.
I’m a little undecided on quick eye. I don’t really perceive the difference while I’m actually playing but it does seem to have an impact in terms of fighting effectiveness. Dunno really.
Augments are game changing dude. Have you SEEN the 343 chopper loadout from first gen for Sparks? Have you seen the redeye that had quickslash, chopper and tryhard? When you have the right perks on certain characthers, not only do they change the way the character may play, but they also effect the overall utility of some weapons. Try using a stoker with the stark and drilled and reload canceling. Then go into stark without drilled. The difference is HUGE. Try using Tough on ANY charachter that has it, and then go without, the difference is EXTREMELY noticeable. It feels amazing when you have those rare perfect loadouts on a merc, such as the several that belong to Arty. For some reason Arty has a few of these EVERY generation, while other mercs don’t compare augment wise. (Tough, explodydendron, drilled, etc. and other combos with a solid primary and a caulden work amazingly well together.)
[quote=“blonk;196660”][quote=“Xenithos;31615”]
Looter - This augment makes it so that every time you kill a fire support (ammo giving) or medic (duh) they drop a small pack respectively of ammo or health. Well, it turns out that ammo-wise they only give a HALF clip of ammo. This is pretty silly if you ask me, especially with the way that ammo works in this game. (most weapons are geared to around 3 possible kills with a full clip on average) I think this should get a solid balance pass to a full clip of ammo. The health is eh, since you’re killing weaker characters anyway, but the ammo is just plain laughable. ESPECIALLY if Looter is on a skyhammer, where you can just give yourself ammo anyway.
[/quote]
Playing devils avocado here, I think the reason it doesn’t give you a heap of ammo or health is because, much like the ammo boxes dotted around the map, SD don’t want to completely remove the dependance on your team. Ammo boxes require you to stand around for ages like a mug whereas an arty or skyhammer can fill you up to the brim with their little packs in no time at all. I don’t imagine they want mercs to become too self sufficient.
I’m a little undecided on quick eye. I don’t really perceive the difference while I’m actually playing but it does seem to have an impact in terms of fighting effectiveness. Dunno really.[/quote]
Oookey, so why on earth do air supports get this perk? For the health? It’s fudging nothing man!
My point isn’t completely how useless the perk can be, and your devil avocado skills are definitely on point with some of my thoughts on the issue too. You cannot devalue teamwork too much. But in some PUBS or other situations where there is no teamwork, some mercs with Looter are just less valuable than the same mercs with a different perk. I’d take drilled or tough over looter every day.
Especially when you play Aura on min level servers where you have to constantly move your health station in order to prevent it from being blown up or set on fire by observant enemies.
And even on free for all servers it’s pretty useful for Aura on attack when you help your team pushing by quickly advancing the health station to the current hot spot.
@Dysfnal I think being able to ohk phoenixes and below makes chopper a much better augment. It’s more satisfying, as well.
[quote=“THUNDA;196634”]
I would say Extra supplies became bit more useful after the CD reclaim nerf.
Tolen’s reload speed is the slowest among all MPs, which is 1.8sec = same as SMG-9.
But you have to consider there is no Drilled + MP9 combo, and MP400 + Drilled is only useful with H11 Proxy.(I’m sure mainly because of balance. It’s true that Tolen’s reload speed is slow, but MP9 and MP400 has extremely fast reload speed with cancel.)
In your case, I guess you might wrote this way after using H22 Fletcher.
But I really do recommend you to use P21 Vassili also, which is very decent with his Drilled Tolen.[/quote]
I guess you don’t understand the point. It’s same as Quick slash + Stilnotto. If weapon with augment is worse than similiar weapon without that augment, than it is a bad combo. I noticed it long time ago when i got gold 273 Sparks from normal case. It’s fair to say that Sparks Empire-9 load outs have advantage of Drilled augment over Tolen. Althought thats a problem of MP weapon balance
@PewPewSkittles though one hit kills are satisfying, there aren’t enough Pheonix players to really consider it superior IMO
Extra supplies is good for support XP grinding when there are medics stealing your patients 
[quote=“Apofenas;196571”]
There are also 1st gen load outs that are better than 2d gen, but for some reason were removed. Fletcher H63>H61, Red eye D75, G41 are better than whatever he has in 2gen, Proxy gen 1 Ke12> gen 2 Ke12(imo Try hard was a lot more usefull augment for Proxy).[/quote]
Can I ask why you prefer the old G41 to the new? Old: tryhard/quickslash/chopper/m9/beckhill
New: spares/drilled/quickslash/m9/beckhill
Drilled >>> tryhard and spares > chopper
Also, the 1st gen D75 has guardian angel swapped out for focus, and the kukri swapped for a stiletto. Both are upgrades in my opinion.
[quote=“battyJubilee;197952”][quote=“Apofenas;196571”]
There are also 1st gen load outs that are better than 2d gen, but for some reason were removed. Fletcher H63>H61, Red eye D75, G41 are better than whatever he has in 2gen, Proxy gen 1 Ke12> gen 2 Ke12(imo Try hard was a lot more usefull augment for Proxy).[/quote]
Can I ask why you prefer the old G41 to the new? Old: tryhard/quickslash/chopper/m9/beckhill
New: spares/drilled/quickslash/m9/beckhill
Drilled >>> tryhard and spares > chopper
Also, the 1st gen D75 has guardian angel swapped out for focus, and the kukri swapped for a stiletto. Both are upgrades in my opinion.
[/quote]
You don’t understand for the G41 - With ALL THREE OF THOSE PERKS - He became this super-hp’d Redeye that went around stabbing your white butt. He swung faster, hit harder, and had more hp to jump into the fray with. That’s why His old loadout was better.
Also… did you just say the stiletto is an upgrade over the kukri? 0.o
@Xenithos I’m not sure why you like the Kukri but for me it is the inconsistent hitbox (most inconsistent melee in the game - you notice this while gibbing downed opponents) and the 97.5% reduced movement speed. I’d much rather use the beckhill or stiletto as I very rarely melee even in cqc.
As for tryhard, the only way you’d get the extra hp is if you die without kills. This is not a common occurence, especially for a redeye. For me this is probably ranks among the worst perks in the game.
If you played a more melee-oriented playstyle in cqc, perhaps the old G41 may be better for you. But the dps increase of drilled still should be reckoned with.
Sure, new G41 is a very good load out that has is focused on Grandeur with Drilled and Spares. Old G41 is unique load out that is focused on Bechill with Chopper and quick slash. Gen 1 G41 is agressive melee-main recon better than Phantom. Chopper, Quick slash and Bechill will kill Aura near station, 90 hp mercs and 110 hp mercs damaged by signle M9 bullet in 2 slashes. Try hard will reward for being brave. It’s very hard game play mostly suited for pubs, but it’s very fun. Sometimes you die like noob, sometimes you wipe entire enemy team. May compare with Demo-Knight in TF2 with the exeption ou still can use your Grandeur and M9.
Only thing where Kukri is worse than Stilnotto is speed multiplier… As for Focus, i’d prefer to avoid Arty/Air strikes.
