Please consider the augment choices a lot more than just saying “Oh this here this there and done” (Which is honestly how some loadout cards look like they’ve been made). I have a few tips to something that could maintain a better balance between the cards but 1st lets break down the augments to god tier and trash tier and medium cards which won’t make the loadout instantly good.
God tier augments:
- Unshakable
- Explodydendron
- Drilled
- Bigger blast
- Get up
- Lock on
- Undercover
- Nitros
- Focus (Vassili ONLY)
Middle tier augments:
- Double time
- Extra ammo
- Extra supplies
- Guardian angel
- Healing reach
- Mechanic
- Potent packs
- Spares
- Spotter
- Steady
- Looter
- Ice cold
- Quick slash and chopper (God tier when together)
Trash tier loadouts:
- Big ears
- Cool
- Enigma
- Fail safe
- Flying pig
- Focus (Anyone but Vassili)
- Pineapple juggler
- Quick draw
- Quick eye
- Sneaky
- Springy
- Tough
- Try hard
- Untraceable
- Medic augments become preferable over combat augments when playing medic
Do not in any way shape or form include 3 trash tier augments in 1 card since that card will never be used, NEVER.
What I recommend doing is follow the following combos:
1 trash, 1 god, 1 middle.
2 trash, 1 god, 0 middle.
2 middle, 1 trash, 0 god.
You notice I didn’t put 2 god, that is because 2 gods will make the loadout insta god loadout and 3 is just a fucking blessing (cough 383).
Buffing some of these trash tier augments will not help them a whole lot like Sneaky, anyone barely listens to footsteps anyway and it is just, pretty useless the overall idea.
As a side note: Creating better balance between the cards will reduce the chances of people getting really mad when they didn’t got the card they wanted and go whine on forums (like me).