I love the idea of converting the replenisher 2 a 2-slot item, too. It should also reduce the item cooldown 2 zero, too.
The holograms really need random muzzleflash and weapon sounds 2 fool the most players, but of much more importance is, it should have a permanent radar signature 2 make it more versatile. Sure, using it as a split-second distraction while fleeing 4 repair is a good reason, but not enough 2 use it 4 solely. If it could also b used 2 lure enemys, trapping and ambushing would b much more effective. It would also improve the usage as sniper dummys. They should b also indestructible.
Turrets? If u ask me - make 'em indestructible. Simple. Good. Not realistic, but effective. They disappear after their duration time, anyway, and that's balance enough, i think. The way they r actually is best said in 1 word: useless. I rarely shoot them, but advance boosting and dodge 'em 2 trash, btw. A minor annoyance, not more. Make 'em indestructible and they can b used tactically effective.
Yes, agreed - the Reconstructor's effect should get triggered after a shorter amount of time. 1 suggested 5 seconds, and that sounds very reasonable 2 me. 5 is ok, but 10 seconds is definitely far too long - i usually traveled half the map and faced the whole enemy team on my escape route, without getting a single HP repaired in that time. In most cases there is no realistic use 4 that item, with the exception of the Predator, and only when combined with the replenisher. After a successfull alpha-strike u can almost instantly recloak, and simply wait 4 full restoration while hiding or repositoning - even though the latter's always risky from my experience. If the trigger time dont get reduced, at least making it a 2-slot item would make a consideration.
I found no single use 4 the Item Regenerator. Wouldn't miss it if u delete it...
The ECM should b blasted when triggered midflight as the detonator. Have seen many deathballs exploding in2 every direction everytime i lobbed it in2 their middle - and far away through them, where it deflagrates useless at the horizon... ("Blown away, Amigo!") Too hard 2 hit anything, even with MK3.
The ISM's effect should b a total different 1 IMO 2 make it more different in comparison 2 the ECM, because the ECM also blinds the enemy 4 a few seconds, plus disabling his weaponry! So y should 1 use the ISM? Instead the ISM should affect the players MOVEMENT, either reducing it drastically or totally freezing them 4 a few seconds. Just 3 - 4 seconds would b enough 2 make it a viable effect. The captured enemies should b able 2 turn around and shoot, though. Conceivably would b also a ISM "sphere" item like shield and heat charge, activated 2 seconds after dropping, and with the ability 2 throw it, too.
Have 2 agree with those that recommend a EOC Repeater buff, too. Especially the Predator would really benefit by raising the projectile speed, because fighting a flying A-class is an almost useless effort as trying 2 shoot a fly using a slingshot. In 9 of 10 cases a Predator gets blasted by a Berserker, Scout or Inflitrator from above with ease. Have faced that situation many times from both perspectives. I dare 2 say only the most skilled double-EOC Predators r a serious match 4 the majority of average A-class pilots. Reducing the charge time, ROF and heat generation would help, too.
Another point is the deafening noise, the Breacher produces while charging. It's so annoying, u can really call every1's attention on the whole map...
...or even on Illal! Just a bit lower would b veeery nice. Or turn it in2 a church bell or china gong sound maybe... (*ahaha*)
Regarding the EOC Predator i really recommend lowering the colour brightness of the mines - laying traps and luring enemies is often a joke with a bad payoff, when the pursuer is alerted by the lightshow of the mines in the last moment. Ever seen a landmine with a glowing light on it ??? ... ??? Worse thought. Really worse, indeed... Really, really worse... Sure, the mines must stay recognizable 2 a degree, but not THAT obvious as they r actually. The way they glow, I could just as well put a big red warning sign adverting "DANGER! - MINES!" beside it. Even placing them on2 the wall around a corner is no viable solution, due 2 the fact, that they need 2 b triggered manually then, and the major part of the damage goes upwards, not sidewards, making them less effective. I also suggest raising the amount of placeable mines 2 10. Y? Each mine do 60 HP damage, multiplied with 8, that's 480 all2gether, killing every A class and the weaker half of B-classes. Now it's me asking - y? Y not adding 2 mines, and we have a round 600 HP damage, killing every B-class instantly, too? This would make it possible 2 lay traps and leave them unattended, without the risk and need of pursuing fleeing enemies across the whole map 2 finish them. Keep in mind that every C-class still could easily rumble through even a 10 mine-trap like a british WW2-Crocodile minesweeper tank, without getting killed. Not 2 mention how easy it is 2 destroy a mine trap by shooting it from the distance. On Basar i got killed by a SS from the other side of the map with only 2 shots - 1 direct hit, and another 1 in2 the minetrap i laid b4, as i boosted over it in search 4 cover! Masterpiece of action, really! Mines r far too easy 2 detect. It would b nice 2 lower the cowbell noise of this weapon too, as it alarms every enemy in vicinity of ur presence. (*panning the flag* - "Hello! - Heeheeere! - Here i am!") The mines should also b indestructible 2 friendly fire. Dunno how some guys in my team manage 2 blast my traps instantly, even when i lay them just now, and even if they WALK in2 it themself !!! Ka-BOOOOM! - No more trap! - Even no more teammate! - Also even no more gArphEus. Sometimes really strange things happen...
The T-32 Bolt... ...well... On the Predator i'd really like 2 have it exchanged with the Re-Flak, because of the higher ROF and especially because of the ricochet effect it does - 4 an assassin mech that mostly relies on placing mine traps and luring enemies in2 them, avoiding open spaces and sneaking around corners is naturally, so y not shooting around corners, too??? Cornerplay is essential 4 survival as Predator when it comes 2 open fight. The possibility of 1 or 2 lucky ricochet hits while retreating would b nice.
Well... 'nuff said. My 2 HCs about it...
Regards, gArphEus