@Gi.Am
[quote=“Gi.Am;26017”]Augments are fine imo (those that don’t work aside i.e. the fall damage one. If its still not fixed) for 3 reasons.
-
Augments are not ment to be game changing strong.
-
The Augment combination is balanced together with mercs (there is no 20% faster repair for proxy anymore, remember that was fun ^^) and weapons (i.e. the only loadouts that feat. both turret augments for Bushwacker are only avaible with a Blishlok).
-
It largely depends on the playstyle. Some augments that might be useless for you, might work for someone else (for example the obsidian Arty has chopper. Imo if I have to resort to melee weapons with Arty I do something wrong. But I can acknowledge that samurai Arty is a thing).
[/quote]
I’ll give you that counter exemple : CR73 Companion Operative from Sawbonez. Widely admitted being the best loadout from Sawbonez hands down. A really strong one, as the benefits are, seriously, pretty big (more health for defib’d allies, packs that heals faster). I can also bring you two Proxy loadouts (one SMG, one shotgun, so you have one for each playstyle) that are really above the others, and I am pretty sure that I can find more “gem loadouts” with other mercs. I’ll give you the third point though, but it’s not general.
Focus: All weapons suffer from aimpunch in ADS even SMGs. In longer range situations you do get benefits using ADS even on SMGs. Nader specifically (can’t comment on shotguns not experienced enough, tho the ahlud is pretty potent on midrange) is often in longrange engagments, due to her nadelauncher. But because they don’t kill most of the time, you have to do alot of cleanup. So you are doing a surprising amount of cleanup (and the crotzni is perfect in those situations)
I am really convinced that a good player won’t even ADS a longer ranges with a SMG. Except with a Blishlok maybe, and I am still not even sure. I actually think that a good player will just try to get closer. I don’t think it’ll make your nade launcher useless : you have to be kinda close if it does not detonate on impact.
Failsafe: While I kinda agree that most of the time Arty doesn’t need it. I had some situations aiming that thing in closerange or having a aim that went bad and instead near the EV directly ontop of my cover. As for Proxy I have killed enough Proxys by shooting their mines infront of them. They might have survived with failsafe ^^.
Error from the Proxy then. Never dance on your mine, especially if it’s an easy one to aim for. You earned that kill.
Cool: Simple, faster Mercs can flank better. Therefore can get to MGs behind the enemy (like the always fun trickjump spawn MG Chapel Elevator). In those situations HP is irelevant and having cool might mean you can kill 5 instead of 3 before overheat.
I am pretty sure a good team (or at least a good player) will spot the fact that you are flanking with a MG. This will also won’t work that much in competitive where the opposite team will communicate. Also, is cool really needed to flank with a MG actually ? Let’s face it, okay you may use it with a light merc. I did this myself too. But will you really stay at the MG untill it overheats ?
Spares: Ok that is the big one. Having spare on any of the firesupport guys is huge (relatively see 1.) More magazine storage for yourself, means less ammopacks go to yourself, means more ammo for your teammates and fewer situations where you run out of ammo, because you gave all away and have cooldown now (it happens don’t ask). Additional having one mag more means less delay because of refill in combat. Spares is especially great on Kira since she can stay longer in combat before she has to go back to the ammo station.
I’ll give you that one… I still think that it’s not a good choice though.
Try Hard: I give you that one / Not gonna touch this
Pineapple juggler: Since I have never ever seen someone use it and the only one it works against, never ever throws a nade in a fashion, that you could use it (hey another reason why primed frags should be the norm and primed ones situational). I would agree with you but only if the fuses / call ins are still ticking after pickup. So that it will be a high risk / reward thing.
Glad we agree on something at least ! XD
And yes, Pineapple Juggler should not cancel the detonation once you have it in hands. It would maybe be too much if it did.
Enigma: I think its fine never actively noticed the effect but I would assume that it increases the chance that some of the enemy team will miss your spotter icon.
As far as I know, it removes you from the radars faster if you enter in a heartbeat sensor (it’s effect lasts a bit when you exit the area of effect).
Lock on: for me mostly hinges on the question of how much does it improve other merc abilities i.e. how much sooner is a proxmine going off how much faster is a turret really reacting if they are in the same region I would argue that the augment is fine but might need a slight buff.
Actually, I am not really saying that the augment is underpowered. I am more saying that the augment does not work with Fletcher. Like… At all ! Glitched, broken, bugged, tossed on a wall. 