Augments

Guardian Angel

Explodydendron

Drilled

Pineapple Juggler

Quick Draw

Fail Safe

Chopper

Try Hard

Cool

Quick Slash

Extra Supplies

Looter

Mechanic

Extra Ammo

Skyhammer has a plethora of augments, like many other mercs, but of course can only use a predefined set of three per loadout card.Here they are.This augment is very useful to any player who has a hard time spotting out incoming artillery or airstrikes. Whenever there is an artillery or airstrike marker near you, a quick, high-pitched beeping noise will play for a few seconds to inform you of incoming airstrikes. This augment is extremely handy if you don't notice the airstrike marker or you had your attention elsewhere.Explodydendron turns the battlefield into a scary and desolate no mans land. The increased 10% blast radius increases the reach of each bomb of the airstrike, meaning that more space will be dangerous for the enemy to go near. With this augment, you can really have an upper hand on the battlefield. This is why the above best loadouts all have explodydendron.A decrease of your reload time is one of the most optimal augments any merc can have. The less time you spend reloading allows you to keep putting fire downrange to support your teammates.Probably the most unused augment in the game, pineapple juggler allows you to pickup grenades thrown by Fragger and only grenades thrown by Fragger. The problem with that is most Fragger players are smart enough to cook their grenades so that you will never have a chance to toss one back. Avoid loadout cards with this augment.While other augments are easily preferred over Quick Draw, many loadouts that have Quick Draw are not always put aside so easily. Switching weapons more quickly allows you to react to engagements with a speed that will surprise your enemy.Another augment that plays a personal passive benefit that tends to go unnoticed, Fail Safe protects you quite well from your explosives. 30% plays a big role and can protect you from explosive suicide if you happen to end up in a situation where you are in close proximity to one of your explosives.While only useful in CQB, Chopper serves a role for melee weapon finishing kills. When in a CQB firefight, you may tend to pull out your melee weapon instead of trying to finish off your opponent with bullets. The increased damage can give you some extra breathing space in terms of where the enemy's health should be for your melee attack to kill them in one hit.Try Hard is an augment mainly seen in loadout cards with very minimal benefits. The bonus of Try Hard can be alluring, but it requires you to die up to 3 times without netting a single kill. In a game like Dirty Bomb, where the spawn timer is 25 seconds, you'll find yourself at a disadvantage attempting to use this augment to gain an advantage. The risk of this augment isn't worth the reward it offers.Generally seen as useful, this augment is quite situational. Not because some maps may not have a mounted MG, but because it's dependent on whether or not you're going to use the mounted MG to your benefit. If you're a player who likes to latch on to an MG for a brief period of time and attempt to mow down everything in your path, then this augment may serve you well. Otherwise, it's not an augment worth worrying about having.Not much to say about this augment. Increasing your melee attack speed is extremely situational and does not serve much benefit compared to other augments seen in some of the better loadout cards.A 20% reduction turns your 7/10 second ammo pack cooldown into a 5/8 second cooldown. While this may be beneficial if your teammates constantly need ammo, it's not exactly something you should be required to have. The cooldown timer on ammo packs is plenty lenient enough already that this augment doesn't provide a huge impact.Looter is an augment which provides you a little bonus for killing off medics and fire support mercenaries. The ammo pack benefit is unlikely to be appreciated when the class you're playing with this augment is a fire support, but one can always appreciate earning a free medkit drop, which will heal 30hp on your person when picked up.Mechanic can be the deciding factor on whether or not that bomb gets defused in the nick of time. One should not overlook defusing the C4 if they have this augment on their loadout card. Mechanic is a very beneficial augment if you have no engineer mercenaries on your team.Having 5 ammo packs instead of 4 to throw around is a pretty impressive bonus, but not exactly an augment you'd require. It would work well in tandem with Extra Supplies and only one of Skyhammer's loadout cards has this combination (B61 Collaborative Rifleman), but it is a BR-16 loadout. Your team fares well enough with your mercenary only being able to give away 4 ammo packs at a time and you don't have to worry about having another one unless you really require it.