Currently Javelin doesn’t have to worry about anything, while rest of the fire supports switch off weapons and have an animation to carry out before switching back to guns.
If she gets an ammo giving ability instead of having it as a passive, I’ve got a few suggestions.
For example, she carries a little more ammo “packs” than Skyhammer/Arty, when the ability gets toggled, Javelin would distribute ammo to everyone in range, including herself, but with priority on the team.
The amount of ammo “packs” or the cooldown should probably be where the ability isn’t active 24/7 and Javelin can’t be full ammo at all times.
The second option could be adding just a cooldown. Javelin uses the ability, ammo gets distributed to everyone for X seconds like the current passive and after that the ability goes on a cooldown.
If you’d want to toy around with the cooldown, it could depend on how much ammo Javelin gave to everyone(including herself). If she didn’t manage to give out much ammo, the cooldown would be short and the cooldown could be rather long when she manages to supply the whole spawnwave.
Or just have it work like the healing pulse: cooldown based on how long the ability is channeled, but in this case Javelin herself should definitely receive 50% less ammo than what she gives to her team. I thought channeling it would be a little more fair compared to other fire supports. As it’s a fast paced game, the amount supplied would still be high to keep the channeling short but fair.
Javelin would still be a walking ammo station, so you’d need to get close to her, but she should almost always have ammo for the team, while Arty/Skyhammer can toss the ammo packs where needed.
When comparing the support abilities, I’d probably still prefer the regular ammo station, to block doorways or provide minor cover, but I’d think this way the support abilities would at least feel more fair.
Current ammo abilites:
[spoiler]Ammo packs:
*can be used at range
*has a cooldown
*supplies 1 person per ammo pack.
*must be used as an ability
Ammo stations:
*must be near
*infinite ammo
*can be used as cover or to block doorways against enemies
*can be picked up
*has a rather long cooldown when destroyed
*must be used as an ability
Smart ammunition armor:
*must be near
*infinite ammo
*has a cooldown to supply herself
*passive ability[/spoiler]
But for the easiest solution without changing much, I’d agree with everyone if she just supplied ammo slower. Currently I can just run by her and that’s about it, if she is an ammo station, at least force others to stick close to her for a short while.