This really is a pretty awesome community, everyone's so constructive.
Personally I think aside from a slight buff to the HE grenade, it and the Det should stay as is. They are useful for getting just a bit more damage and maybe somewhat of a last resort when you're overheated, and especially people use them for alpha strikes. I think they are in a good place and they have their niche use. It's a better option than turning them into a noob tube from CoD. But I do see the merit that it makes other objects perhaps objectively better, and so for that I really don't know...
For turrets I think that it would be good to make them immune to being run over, maybe even function as a slight obstacle. And I would say maybe not give it more damage but give it more health. The way I see it, turrets are not so much an offensive weapon but more like a distraction or just as added damage. if the enemy ignores it then they take additional damage. If they focus on destroying it then their attention is drawn from you and gives you an opening.
With the issue of defensive items, which I assume to be orbs, shields, barricades and I suppose heat charges, I will refer to Leonhardt's post about either bringing either the offensive items to the par of defense or vice versa, i would suggest the latter--lower the health of orbs, barricades and shields, and lower the timer for shields, barricades, and heat charges, while perhaps making these things deploy slightly faster. In return, I propose a revamp of the item functions.
Instead of Mk1-3 be regarding number of uses, have it so that all items have unlimited use with both cooldowns for consecutive items and individual cooldowns for items. the Mk1-3 will affect how quickly the items will regenerate--say mk1 recharges after 45 seconds, mk2 after 30, and mk1 after 15. That way, even though the defensive items have been weakened, you can use them more often if you stay alive for longer. For utility items such as scramblers and radars, perhaps restrict them to only have mk1 versions or even keep them on the limited use function so as to prevent ominipotence after 15 seconds or mass confusion all across the map. However since I just realized that the old one disappears after the new one is set up I don't know how necessary this would be...and I leave it up to you as to if orbs should have mk3 or even mk2 versions with this system.
In this way, both defensive and offensive items will be like abilities you have at your disposal--defensive items will be more counters rather than additional fortifications, and be more parallel to offensive items as added damage. Ideally, a situation could arise where someone hurls a detonator at you and you pop up a shield or a barricade in response.
I don't know what kind of changes this will bring to comp play or even gameplay overall, but I do know that it will probably be significant. My question is, do you think those changes will lead to better gameplay or worse? To the veterans, how do you think this will affect higher tier play, how will pros react to this and can it lead to one object still being superior (i.e. does this just create a better orb lord)?
Edited by ROSING, 03 May 2015 - 09:52 AM.