Quick though, on how to fix the Sterilizer: 1) Make it leave a cloud, for (+-) 3 seconds; 2) Drop the 'flame thrower' type of design and make it a grenade launcher type of a gun; 3) Enemies closer to the affected/'stinky' target, get the debuff, for the same, remaining duration; 4) The grenade 'slug' itself, deals substantial damage, if used to directly hit an enemy (if used to hit a target, it explodes in a short lasting cloud, if used to drop the grenade onto the ground, it continues to produce the cloud, for a duration.); 4.5) Maybe, make it have a 6 round mag, with an ability to shoot out mutiple grenades, at once? 5) Leave the fact, that allies are not affected by the 'blindness, confusion and whatnot', as it is right now. 6) Profit. 7)Making people play the MO's more: Increase rewards on MO planets by 20%, while decreasing the other planet rewards by 10%. That way, the system isn't punishing a lot, rather than it is rewarding for coordinated helldives. 8)Stratagems: Make, them, STICKY! 9)This part is a month old, by now. XD I want/demand a 'Field medic' Warbond, with a support type secondary (pistol) and a 'welfare distributor' drone/backpack, that possibly uses your stims as ammo! I want to be able to shoot at the enemies, when we descend after jumping with a jetpack, like a goddamn shock trooper. I want for the airburst/ anti-air rocket launcher to have a 'double click mechanic', where the first click, is when you launch the missile, then the second click is when YOU want for the missile to explode, unless it hits something before you are able to react (optional, when holding R, at least.). Implement 'punch through' as a game mechanic, (HD1 HAD that mechanic.) Add entrenchment stratagems, like barb-wired mini wall for additional cover in a 'plains type' of maps. P.S. And my personal wish: reduce recoil on Adjudicator, since it ain't a DMR, anymore. (Or buff the dmg up to a 100) Since, after the buff to the DCS, it have lost it's niche completely.
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