I do understand why the strength variation was removed, as it made certain items OP at Mk3, and at Mk1 useless.
What I liked about the cooldown system was that if you did well (staying alive) you got your items back in a reasonable amount of time. The balance between HE Charge and Detonator was interesting, as while you couldn't remotely detonate the HE Charge, it did more damage and recharged faster. Risk vs Reward in action. So part of the balance was in the recharge timer. Do well and you can have another go sooner.
Now since you get only an X number of items, you only get one certain strength items and that's it. This favors items that have powerful effects like EMP that can disable an enemy or a group of them for 3 seconds, and almost useless items that aren't worth using tactically and rather feel like something you shoot willy nilly like the current Detonator and HE Charge. When compared to EMP, Repair Orb, Shield... they just don't compare. Their impact is minimal, unless you are going for a very specialized purpose like EOC + Secondary + Damage Item = Dead A-class, which could potentially shave off 1.5 seconds from TTK which is not bad, but you can only do that a few times and then you are fuzzy bunnied up vs. cookie cutter builds that don't need items to do well.
The current system punishes for doing well - staying alive. At the moment I find myself tactically suiciding to recharge my items in time for Siege AA pushing for example to have 3 orbs on point which is 510-637,5 extra armor depending on internals. If the focus is to make killstreaks less common, why do we have killstreak internals like Armor Fusor or Power Surger_ And killstreak skulls_ If someone is doing well, they should be rewarded for it.
I could hold dear onto my items and only use them when they are really needed, but since the game doesn't punish death very much (fast respawn, millenia long assist timer, item/ability refresh, composite armor), why should I since the only difference is that I get a worse K/D on my stats (OH NO MY STATS!1!).
It doesn't make sense conceptually (brb blowing up myself *boom*) and every other resource can be attained again - fuel comes back by not boosting/dodging, armor can be repaired by pressing C, abilites restore by time (and are balanced by recharge times too, less powerful abilities have faster recharges), heat decreases by waiting and ammunition is infinite. Whatever nano-bots are making those bullets and rockets out of nothing, should also conjure items back as well.
So in summary my opinion on the current limited item system:
- Punishes for doing well
- Removed an important balance parameter (recharge)
- Favors certain items too much
- Not making any sense given its environment
- Rewards dying
- Item Spam
Making a proposition for a new item system feels silly at this point.
Edited by Kopra, October 25 2014 - 04:02 PM.