The Survivor MK3 augment isn't good because the special effect is good.
It's because it has one of the best raw stats out of all purple augments.
Lets start with the weight, at 80 kg, the survivor mk3 has the highest carry weight of all augments. Combine with 20 slots, 5 quick slots, 1 tactical, and 3 safe pockets; the survivor also has the second most slots in the game, only beaten by looting mk2. Add on the extra 10 carry weight perk and you can easily shuffle plenty of weapons and high tier loot like matriarch cores without becoming over-encumbered.
A medium shield provides some protection, although only slightly better than a small shield but still worth noting.
3 safe pockets is often the spotlight of the augment only tied with the tactical medic augment mk3 which has far less carry weight and slots.
The truth, however, is that the augment's special effect is extremely situational at best. Sure being able to crawl to extract without bleeding out is nice but the healing effect is so painfully slow many players decide to give up instead of crawling and the healing effect won't save you from being thirsted by an aggressor.
In fact this problem doesn't just exist with the survivor mk3 but a lot of augments in this game has extremely niche affects or are just damn near useless effects. Take, for example:
- The medic mk3's effect is only seen if you are lucky to run into a friendly random with a defib or playing in a squad assuming your team picks you up, and heals you for less than a bandage's worth.
- The combat mk2 and 3's healing effect is outclassed by a simple bandage and has 3 slots for grenades which is pretty overkill.
- The looting mk2's effect only works a very specific enemy which spawns in specific locations.
- The defensive mk3 allows to jog instead of walk while using shields only.
- The cautious mk3 provides a weak stim that is barely noticeable in the heat of combat or when fleeing and a pair of binoculars for some reason.
- The flanking mk3 provides a 33 percent faster switch speed on 3 specific weapons with already fast draw speed (some may debate me on the effectiveness of this augment), while having 3 tactical slots for some reason.
So many augments to choose from but most gravitate towards either the survivor or looting mk2 for raw slots, or tactical mk2 for the most effective special effect in the entire game.
Would it be too much to ask for buffs to existing augments to we have proper varieties in the game? I want to actually feel the special effects of my augment have an impact on my games and not only occur once in a blue moon.
- The medic mk3 should provide a bandage healing effect on shield break with a cooldown
- The combat mk 2 and 3 should heal more over time with shorter delay while replacing grenade slots with ammo slots
- The looting mk2 reduces arcs' vision towards you
- The defensive mk3 should allow sprinting while recharging shields
- The cautious mk3 should have reduced footstep noise and replaces the binoculars with a recharging stim
- The flanking mk3 should allow full movement speed while wielding pistols and replace the 3 tactical slots with something more useful.
- And the survivor mk 3 should have greater healing effect while downed and still
Posted Jan 27, 2026, 11:36 AM UTC