Hello.
Reclaim nerf in latest patches nerfed deployables a lot, so i decided why not suggest a concept i had for a while.
Have you ever asked a question why do deployable explodes disappears once you place another one? I mean, sure, if you don’t want to leave enemy an ammo or health source or some advanced tech sample. But why does turret at a back of your territory explode if you placed another on front line? Or heal station if you place another 2 m away?
Anyway, here is my suggestion. Currently you can place new depoyable you can quickly reclaim old one before it disappears. So ou get both new deployable and reclaim discount for your ability. I suggest to increace the time before the deployable disappears for example to 10 seconds. This will allow you to place new deployable on a new place, than reclaim old deployable from known position if your ability is recharged already. The old deployable would be disabled for that time and switch colour to green for your team and orange for enemy. If the new deployable dies(or gets reclaimed), the old one reenables. Time required to reenable should vary depending on how much deployable was disabled. Reclaiming disabled deployable would recharge only 50% of your ability
[spoiler](yes yes, no Fletchers with 6 stickies for ya)[/spoiler]
Also this means that Stoker/Kira could resupply themselves, but keep their ammo station at good place. Same with Aura heal station. Fletcher would be able to make a sticky trap and than throw another set of stickies to enemy. Proxy would be able to make pizza delivery or plant some additional throw-and-forgive mines, but keep her mines at key spots. Bushwhacker could also make bigger use of his turret in combat and keep another turret at base.
Addition for competitive: If deployable is disabled, let enemy to reclaim it to recharge 50% of their ability. Also if 10 sec runs out, the deployable doesn’t disappear, but turns into neutral wreck object, that can be reclaimed by any merc to recharge 35% of their ability.
