It’s something that bother me a little since the start : some loadout card are better than others. Why ? Because most of loadout can be considered as “trash” (YOU DON’T SAY ?! insert Nicolas Cage face here). Why one loadout can be considered as a bad one ? Because some mercs are definitely unsuited for the use of some perks (exemple : Spares is a waste on Arty, since he can ressuply ammo to himself), or the perks are not judged valuable for a skilled player (Try Hard is a very nice exemple : basically it rewards you for suiciding in the opposite team), or some perks just give way too few or are way too situational (Enigma is a good exemple, as it’s technically only useful against Vassili at the moment). Let’s add to this that some perks looks glitched (Lock On on Fletcher does not seem to provide any time gain).
So, let’s talk about those augments :
Focus reduce aimpunch by 50% during ADS. It’s useful if you use a long ranged weapon (Vassili will love it), but it’s a really bad one if you are a SMG or a Shotgun merc, as you are supposed to stay mobile and fight at mid to close range (and hipfire is already precise enough for anyway). Quick Eye has the same problem than Focus. +35% walk speed on ADS, it’s cool with a long ranged weapon, but it won’t be that useful with a SMG or a Shotgun, even if on the paper it’s better than Focus for those two kind of weapons. It’s fine to find those on Vassili, or maybe even Kira or Arty. But why are those available on a lot of Nader’s loadout, and worse, on some shotgun Fletcher loadouts ?
Fail Safe is one of those perks that, at least at first glance, are made to help new players. It can be helful with Fragger, Fletcher or Nader for very close range encounters if you have some explosives in hand. It’s also useful with Fletcher or Nader in order to try to explosive jump. But why do we find it on Proxy ? Worse, why does it even exist on Arty ? On Proxy, it’s seriously a perk that “protects” you from a rookie mistakes that you won’t do anymore after a few hours of Proxy play. And what about Arty ? Do anyone ever managed to suicide himself on his own airstrike ? Is it even possible ? If found on Arty, Fail Safe is an insult to your intelligence.
Cool allows you to exploit MGs a longer time by reducing the time before they overheat. Let’s pass that small detail that there’s no MG on Underground… If you are firing from a MG, you are not moving. If you are not moving with a fast and squishy character like Proxy, you’re doing it wrong ! Yet, Proxy (and probably Aura) counts cool on her perks available on some loadout cards. Those two does not count a lot of HP, so seriously doubt that under fire on a MG they’ll be able to stand half a second. Let’s add to this that if the MG overheats, the MG user, if he really needs it, will simply jump off the MG, shoot some lead from his own weapons and go back to his MG a few seconds after. This makes Cool a very lackluster perk, and a useless one on low hp characters.
Spares is a fine perk that allows you to bring one more mag with you. If you tend to run out of ammo quickly like Fragger, it’s cool. But what if you are a living ammo dispenser, basically never running out of ammo ? What if you are Arty, Kira or Skyhammer ? That’s right, it’s a waste.
Try Hard gives you 10 more hp (up to 30) for each death you suffer without killing anywone. This is another one of those “newbie friendly” perks. Except that this ones does really bad the job. No game should reward you for dying. Even if it’s dying without killing anyone. Especially if it’s dying in a such unskillful way. Dying is dying, and should not be rewardable. Let’s add this to the fact that the perk can be used in a way that it should not be used : some people are willingly suiciding themselves on the opposite team just to build it up. Not a valid strategy, knowing how much time you will loose just to be buffed during a single life, and probably not a good design choice.
Pineapple Juggler allows you to throw back Fragger’s grenades. Most of players find it useless since nades are cookable. I think we could push it farther : maybe can we allow it to throw back Nader’s grenades (Martyrdom included ?), Skyhammer’s airstrike markers and/or Fletcher’s sticky bombs ?
Enigma feels useful, but does so few… So far, it’s only useful against Vassili, as technically nothing else can spot you to enemy players. If there’s no Vassilis in the opposite team, then the perk is wasted. I hope this perk will become more useful if more mercs comes out.
Last but maybe not least : Lock On allows you to make your installations react 30% faster. It’s good. At least it’s supposed to be. Because on Fletcher, it’s either glitched or unnoticeable, as shown in that thread : http://forums.dirtybomb.nexon.net/discussion/11561/fletcher-passive-lock-on#latest
I may miss a lot of perk that are totally useless on a charcater (maybe chopper exists for Rhino ?). I really would like to see those perks replaced (or buffed in Pineapple Juggler or Enigma’s case) for those mercs, as it may make some of those “bad loadout cards” more attractive. Variety is aways good, even on loadout cards ! And you can’t except variety if one is way better than the others because the other ones are trash. 
I guess I could suggest some new perks later.


