Best Cards For Each Merc

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Best Cards For Each Merc

Post by Kine² on 2015-11-11, 20:05



SKYHAMMER
M63 Savant Rifleman
Key Augment: Explodydendron - 10% Explosion radius

M4 Rifle
Mechanic +20% repair / disarm speed

If you don't like M4's (which makes you a mutant) make sure your alternate card has Explodydendron. I chose this one because bonus mechanic speed is more useful in a game filled with objectives compared to any other situational bonuses.




AURA
H72 Modern Close Assault
Key Augment: Potent Packs +20% Regen Rate on heal station

This is what pro's need to tank gunshots. Downside ? ... shotgun. The shittiest one.



AURA
BL81 Classic Operative
Key Augment: Healing Reach +15% heal station radius

Bishlok and bigger coverage area. Good for pub matches.




PHOENIX
C72
Boosted Operative
Key Augment: Extra Supplies +20% ability cooldowns

This makes you tankier. You can self revive and heal more often. Kek-10 the best SMG + Mechanic completes the package.



BUSHWHACKER
BL81
Revised Operative
Key Augment: Steady +21% Turret health
Key Augment: Lock On +30% Turret reaction time


Blishlok with no other weapon perks. If your Turret Game is on the next level, this card takes you there.




BUSHWHACKER
C73
Premium Operative

Kek-10 + faster reload +1 magazine
Cricket bat + faster melee speed

This card is 100% brawler spec. There  is another Kek10 card with +30% turret reaction time but C73 is such a complete package when it comes to weapon mastery it's too good to pass up.




PROXY
KE53 KE21


All of proxy's cards are shite. None of them have augments worth spending credits for. These 2 cards however suck less because SMG main weapon.

KE53 has faster reload time paired with DEagle and Cricket bat. Prolly the best combo for any SMG
KE21 is a double SMG loadout. You get 2 submachineguns. You'll never run out of ammo.



SAWBONEZ
CR73
Complanion Operative
Key Augment: Potent Packs +20% Health pack regen rates
Key Augment: Get Up +30% Health restored on revive


Sawbonez has the best heals in the game. This card however makes him the best medic in the game. Get Up lets you spend less time charging to get people up to full health. In tight situations where you can't charge up ? Even better.

Mechanic augment on top of all that. Downside ? Crotzni SMG.


STOKER
T65
Modern Rifleman
Key Augment: Extra Supplies 20% faster Molotov cooldown

Saves you 8 seconds. Means you can spam more. TBFH ... it's not that HUGE a deal. In a 15 minute game that's an extra 4 throws on the Molotov. Why I picked this card over all his other ones is simply for the reload speed bonus on the AK which makes this card with the better weapon stat. Again, not a HUGE deal either. As minor as these may be, put the 2 together and it's the better option compared to all his other cards.




VASSILI
F23
Perceptive Sniper
Key Augment: Spotter +20% sensor radius
Key Augment: Tough -33% natural health regen delay


FEL-IX Sniper rifle

OK .. Pro's insist on having Focus as a key augment. It reduces flinching when shot at while scoped. To me that is garbage. If you're shooting, scoped and get shot at, ... you weren't supposed to shoot in the first place. Tough is a more practical augment personally since it allows me to peek in and out faster after getting shot.

The single redeeming point for having a sniper on a pub team in the first place however is his sensors. It actually helps. Bigger radius obv makes it better. MoA is the better gun since it doesn't have any sway but Spotter is only available to FEL-IX and PDP.

This card comes with the Tolen SMG and a bat. Even without the sniper rifle, you still have a decent weapon set. If you still insist on a MoA ... all of its' cards are about the same. Probably take the one with extra ammo.





NADER
CR81
Superb Operative
Key Augment: Bigger Blast +10% explosion radius

Only 2 cards have this. CR81 sucks less. Downside is Crotzni SMG.



FRAGGER
M93
Standard Rifleman
Key Augment: Explodydendron +10% grenade blast radius

The way it works is, the bigger the blast radius the better your chances of doing more damage. On a practical standpoint, I've made more grenade kills with this augment compared to when going without.

M4, revolver, cricket bat, quieter footsteps and Focus augment polishes up this card as a good all rounder choice for Fragger.



KIRA
B41
Prime Rifleman
Key Augment: Extra Supplies 20% faster ability cooldowns
Key Augment: Explodydendron 10% larger blast radius


Double augments for Orbital laz0r. This card wins on perks. The only catch is your BR21 burst fire rifle. Takes getting used to. Most Kira's run Stark AR for better weapon stats or Dreiss for better close range insurance. If you insist on Stark AR ... make sure it has one of the Key Augments.



FLETCHER
BL32
Standard Operative
Key Augment: Lock On 30% less delay on mines

Not a big deal, we're talking about miliseconds here. But better than nothing. Double SMG weapon set makes this more attractive option although shottie might fit the playstyle better. IMO however, SMGs is more useful in more situations than a stronger shotgun.



RHINO
R93
Power Close Assault
Key Augment: Nitros 50% faster minigun acceleration

This is the pro Rhino card. You can keep you minigun spinning 24/7 ready to shoot anytime.



PHANTOM
C94
Excellent Operative
Key Augment: Chopper 15% melee damage
Key Augment: Undercover 20% invis duration


When Phantom first came out people were QQ'ing how OP the Merc was. Well that's only half of the PhantomOP story. This card is the other half. Slices Aura, Proxy and Sparks in one swing.

Kek 10 + Stronger Katana + More Invis = OP



SPARKS
383
Companion Agent
Key Augment: Quick Charge 25% faster REVIVR charge
Key Augment: Potent Packs 20% faster regen rate on health pack
Key Augment: Get Up 30% more health on revive


You read this right folks. All 3 augments. All key.

Faster charge is what makes Sparks a better sniper than Vassili not on PDP. Faster charge with more health on revive makes Sparks the best revive medic in the game. 20% health pack regen + faster weapon charge allows her to be a fighter long range.

If you play Sparks. This is the only card that matters.




ARTY
S41
Original Rifleman

I picked this at random. Arty is shit.

Ok maybe for Stark AR + Extra Supplies 20% airstrike cooldown.


Last edited by Kine² on 2015-11-12, 14:17; edited 4 times in total
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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-11, 20:06

.
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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-11-11, 20:12

That´s a decent idea especially for the members who are just starting DB.
Im eager to see whats coming here

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-12, 01:09

Holy Fk thats a long post...
Should I continue posting images ?

/:
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Re: Best Cards For Each Merc

Post by ShadoWTigeR on 2015-11-12, 12:14

wow, great job Kine! Very useful post, now it's time to get some of these loadout cards.

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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-11-12, 12:51

I really enjoy the images,it really helps to see the card you are currently talking about

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Re: Best Cards For Each Merc

Post by RickyNeuman on 2015-11-12, 14:02

maybe set up spoilers for every merc/loadout discription.

Very nice guide

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-12, 14:20

There is a spoiler limit in this forum. Wont contain them all. Updated original post, all card images included now.
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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-11-12, 14:59

Which weapon do you suggest for Sawbonez? in my eyes the Crotzni is better than Blishlok or SMG-9.

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-12, 15:31

If you compare weapon stats, each SMG is fairly balanced relative to each other. In which case, card augments matter more.


On a personal level ...I prefer Blishlok for SMG sniping.
KEK, Crotzni, Hochfir all shoots the same to me. Track headshot, hold LMB.
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Re: Best Cards For Each Merc

Post by RyuK on 2015-11-13, 23:01

Kine² wrote:I picked this at random. Arty is shit.

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-24, 22:03

http://imgur.com/Tjs00tQ.jpg

I think this one is good for Thunder unless if you like Stark more then there is a Stark version of the Explodydendron but with +1 mag


Last edited by Kine² on 2015-11-24, 22:05; edited 2 times in total
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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-11-24, 22:04

Maybe I was like stupid again but I just noticed that Fragger´s explodydendron perk (which is kinda crucial) is just available for the M4. Neither for the MG nor for the BR-16. This really sucks man...I like to fool around with the MG but I also feel that his nades are weaker without this perk

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-24, 22:06

part of the balance. M4 is the weaker rifle between all his options so they gave extra nade damage to even things out.
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Re: Best Cards For Each Merc

Post by azh on 2015-11-24, 22:55

Disagree with skyhammer, bushwhacker, fragger, phoenix, and fletcher.

I think the best skyhammer loadout is drilled + explosive damage + guardian angel. I don't like the mechanic perk. No point in doing objectives if you aren't a specialist, just like how you shouldn't revive if not a medic.

For phoenix, I like the hochfir + potent packs + extra supplies. You heal for so much.

I personally think lock on is a must on bushwhacker. Best lock-on card has kek10 + +1 magazine + lock-on.

Best m4a1 fragger is easily the one with m4a1 + 10% radius + unshakable (reduced damage from explosives).

Best fletcher imo is bishlok + tough + quick draw + flying pig . Quick draw is comparable to lock on, and tough + flying pig are more useful than fail safe and springy.
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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-24, 23:39

Mechanic perk turns any Merc into an Engineer. You're slower than a specialist but only just.

Both my Phoenix and Skyhammer picks were based on this.

For Phoenix I agree potent packs is considered a must by many but the nerf on Hochfir made that card impractical unless you have lazer aim. So the consideration was - do you shoot more or do you heal more. I went with shoot. Coz if you really wanted to heal, there are better Mercs for that. Phoenix is a brawling reviver and he should carry a better gun.

For Skyhammer - again the Mechanic just flat out trumps an audio beep for airstrikes you will eventually learn to avoid anyway. Reload speed perk on a rifle is mere milliseconds. If you need those milliseconds you're fighting in places you shouldn't be in.
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Re: Best Cards For Each Merc

Post by azh on 2015-11-24, 23:49

My most played merc is sawbonez with mechanic. The increase is barely noticable, and it's only on disarming/repairing, not arming.

The smg's aren't that different. Potent packs with hochfir beats out kek10 imo. With kek10 i always find I don't have enough health.

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Re: Best Cards For Each Merc

Post by Kine² on 2015-11-25, 00:17

Not entirely sure how potent packs work on Phoenix whether it reduces the time you need to hold it down before reaching full charge or if you can regain full health without reaching full charge.

But either way, with or without you can still get full health

Say without you need 3 seconds to fully charge = KEK
With potent packs it'd be 2.4 seconds ? = Hochfir

--

Checked wiki for disarm rates..

Engineer = 4 s
Mechanic = 6 s
Non Specialist = 8 s
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Re: Best Cards For Each Merc

Post by RyuK on 2015-12-01, 00:54

I have to contest Aura best card.
I got to claim that my card is the best one for Aura:
This is the best
30% on revives
15% on healing radius

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Re: Best Cards For Each Merc

Post by Kine² on 2015-12-01, 01:13

It's good for farming xp in pub matches.

The one I suggested is for tanking gunshots which no other aura card can do. This is the only reason you'd want to use Aura in comp play. If you going for heals and revives - Sawbonez.
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Re: Best Cards For Each Merc

Post by 1000names on 2015-12-02, 19:55

Keep posting these, I have recured to this topic a few times now Smile
I got silver skyhammer (m4 what I wanted) but definitly looking for the mechanic perk, I find myself always trying to switch, between Sky and proxy, in time#soloq

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Re: Best Cards For Each Merc

Post by azh on 2015-12-03, 08:56

https://www.reddit.com/r/Dirtybomb/comments/3cqarp/the_best_loadouts_guide_lets_finish_this/

Still think the mechanic perk is fairly useless. If you watch my videos, I only do the objective if I'm an objective specialist, and that's the way it should be.
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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-12-03, 12:01

This thing splits the community a bit, there are some who think its completely useless to repair etc stuff if you arent an engi. For me the mechanic perk really makes a difference and if there is not that much of action going on I always try to repair some stuff.
It becomes problematic if you neglect your tasks like healing or giving ammo or taking down ppl as rhino and stuff. But if thats not the case Im fine with teammates repairing til an Engi comes and finishes it.

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Re: Best Cards For Each Merc

Post by 1000names on 2015-12-03, 16:16

Bought the loadout for skyhammer with mechanic perk, because it was such a small chance of getting it by trade up. And played a comp on Chapel, must say its pretty useless lol. It still doesn't repair fast enough, end up getting killed anyway, it only helps the engi a bit, not worth it. I still have yet to try it on a plant map, I believe it can be somewhat good there. but then again the special ability gets a little limited in this type of maps.
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Re: Best Cards For Each Merc

Post by Ra¢X3r on 2015-12-03, 17:01

Well, you shouldn´t force trying to repair the EV. If you arent an Engi (even with the perk) you should just do that stuff if the enemies are all dead otherwise its useless and you get killed (like u said).
Im using the Alienware loadout with drilled,guardian and explo. Thats most likely the best skyhammer combo

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Re: Best Cards For Each Merc

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