Why Springy on a medic is the most useful augment


(CCP115) #1

That was an exaggeration, but I think I finally figured out how it’s useful.

When you charge your med paddles, usually you are stuck walking to your target. In a lot of situations, you’d be under enemy fire, and walking will get you killed. If you have Springy, you can jump quite a fair distance away from your target, and carry the momentum while still charging your medpaddles. Kind of psuedo bhopping.

This is far less useful on other non medic mercs. You can also do this without Springy, but you will be stuck with one jump, just jump once then charge and release a little after you land for max revive HP.


(doxjq) #2

That’s why I argue with people that the 181 loadout for Sparks is actually pretty good. The MP400 is terrible imo, but that loadout has flying pig and springy - incredibly fast if used properly.


(FalC_16) #3

I love springy ever since I found out how to cruch jump properly. Proxy loves springy too.


(MarsRover) #4

Except Sparks doesn’t need to jump to the body to revive :slight_smile:


(FireWorks) #5

Except Sparks doesn’t need to jump to the body to revive :)[/quote]

But she is a roamer and wrecks when coming at your flank. Skill presumed.


(doxjq) #6

[quote=“MarsRover;139572”]

Except Sparks doesn’t need to jump to the body to revive :)[/quote]

But she’s fast moving and very good for flanking. The extra long jumps and being able to jump more often just make her insanely fast.


(N8o) #7

181 wouldn’t happen to be the Tornado Agent, would it?

If so…
She’s a better melee killer than Phantom.