I think deployable cooldowns need a rework.
Currently, if a deployable is allowed to persist for long enough, the system allows another of that deployable to be placed immediately after the first one was destroyed. This is often very annoying.
Example scenario: You turn a corner and there’s a bushwhacker hiding behind his turret. You kill the turret and start focusing the bushwhacker, only for the bushwhacker to drop a second turret, and by the time you destroy that one, your gun is empty and the bushwhacker kills you while you reload, or forces you to back off, essentially cutting off one route through the map by himself.
Another example: Health stations. you destroy one only for another to immediately take its place 99% of the time.
I think the cooldown on most, if not all deployables should begin when they’re destroyed, rather than when they’re first used, so that destroying an enemy deployable has noticeably more impact on the outcome of a firefight. This should apply to Sentry Turrets, Health Stations, Shield Generators, Heartbeat Sensors, SNITCH Devices, Ammo stations, maybe even Proxy Mines and Sticky Bombs, just for consistency across all abilities that are considered deployables. I think guardian’s skyshield already has a dynamic enough cooldown that it should be fine as is, and the thing can’t stick around forever anyway.