[QUOTE=shedim;314486]Capturing command posts, upgrading them, revealing mines/enemies, performing comm hacks, capturing turrets, denying zones with their calltrop nades. I wouldn’t call that useless. Something that really troubles me is the fact operatives can’t remove hack devices. That should be changed!
Sure, they’re not another buffbot, ammo crate or a revivebot but that doesn’t mean they’re useless. I agree they need a buff, especially being able to do something while disguised, like a double damage headshot with revolvers when behind the enemy or some kind of backstab ability. And they should be able to reload their gun while disguised ffs!
Smoke grenades would also be quite useful for an operative.
I also like the idea of the Operative as a debuffer.[/QUOTE]
I agree Operatives should be the ones to remove hack devices. Engineer’s should be used to remove explosive plants and Operatives for Hack’s. I also think that Soldiers should be the one’s passing out Kevlar plating but if they did that they would need to figure something else for Engineers to do.
Maybe they could give Engineer’s Motion sensor device that they could plant in the ground and anyone who tripped them would be marks on the map for (x) ammount of time and it would notify the Engineer of movement in that area over VOIP. They could have these countered a couple of ways either no one can see but Operatives (giving them another purpose on the battlefield), anyone could destroy them if they noticed them or maybe they could be hacked by Operatives effectively turning against the team using them.
Also they need to do something about Engineer Turrets. They seem a bit useless to be honest. They have such a slow response time, limited range, low health and low dmg that they really are not even worth the investment. It takes quite a bit of time to set one up (especially with how funny it is where you place it) that the risks for planting one are never really worth it usually ending up with you getting killed. They can be immobilized with one well placed grenade rendering them useless and most people can run right past it before it even has a chance to start up.
They really need to adjust the response time and health of these if they are going to make them do low dmg and have such a small radius of detection. Most importantly they need more health they shouldn’t be able to be taken out by one grenade that is a little ridiculous. Also what the hell is the deal with them being immobilized at like half health basically. They should not shut down until like 10-15% health.