[QUOTE=tokamak;512641]
The trade off for gibbing becomes higher which means that we have to reconsider the ease at which it happens and not having a medic in the team feel like a lottery. [/quote]
What do you mean by ‘lottery’?
In W:ET, and even in QW (at least on GDF), having no medics in the team usually means that team is screwed. Which is what we want to encourage (right?). Never even mind RTCW, where you have 30 bullets, and no lvl1 light weapons to get an extra clip. Similarly, not having an engineer on goldrush; won’t get you very far with repairing that tank.
I think gibbing is in a really good spot at the moment, the trade-off is clearly there, just like in the previous games (except RTCW; where you never had the bullets to gib)
But that’s just a small change compared to the way Mercs function overall. Longer spawnwaves means less players on the battlefield which disfavours the mercs that rely on ‘wide’ damage (ineffectively dishing out damage but at larger groups) and it favours mercs that rely on ‘tall’ damage (effectively dishing out damage but only at selected targets).
There is less players on the battlefield, but each player is also more valuable. So, while scoring multiple kills with one blasty weapon is less likely, it becomes much more useful, when trying to punch a whole in defense.
I get what you are saying with the mortar example, but I would argue that no merc/weapon in DB comes even close to such specialized weapons in W:ET (flamethrower, pf, mortar), or QW (vehicles, rocket launcher). Overall, mercs are pretty well balanced, and each has potential to score multiple kills.
The point is, throwing suggested tweaks left and right is easy if you don’t have to consider all the consequences that flow from it.
Sure, we can discuss it to our hearts content, but things really have to be actually tested before anyone can say what will work. Ideas are cheap, and I totally agree; but Its also true that the game as is, doesn’t require teamwork much. It encourages it, but since individual skill level is so much more relevant to the team’s success, it really doesn’t feel like a big impact in the game.