Mines…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
2, Have the beeps generated locally (client side) and based on distance.
3, Have a minimum distance that mines must be placed away from each other, around 5 feet should do.
Turrets…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 7.5 seconds.
2, Allow repairing of turrets using the turret ability cool down timer as the resource. 50% of the cool down would fully repair the turret.
Ammo Station…
1, Decrease the time required to be stood by the station for the first pickup. (for when running past at spawn)
2, Disable player collision or better differentiate for each team.
3, Allow team to shoot and destroy OR remove team mate bullet collision. (enemy can hide behind a friendly ammo station and not be hit.)
4, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
Health Station…
1, Have them start at 80% effectiveness and allow them to be “upgraded” using the blowtorch to 120% effectiveness after 3 seconds.
2, Remove player collision.
3, Have them start natural player health regen after leaving the Aura.
Self Revive…
1, Add an animation or visual effect to the self revive to prevent surprise resurrection when running towards them with a knife.
2, Start player health regen on revive (prevent phoenix from instantly spamming healing aura)
Defibs/Revive…
1, Start player health regen on revive.
Martyrdom…
1, Add a 1 second hold + animation.
Pick-up Deployable… (healing station, turret and ammo station)
1, Have the pick-up act much like the Jugs.
Concussion Nade…
1, Introduce a max turn speed while concuss to prevent DPI switching.
2, Temporarily disable deployables (including mines) up to 3.5 seconds based on distance.
EV…
1, Allow EV repair before it is disabled at a reduced rate (33%)
2, Always move at slow speed, even when disabled. (apart from the initial repair)
MG Nests…
1, Make them destroyable. (500 - 750hp) and repairable.
2, Add step to make players more visible when using.
3, Slightly increase player hitbox size or have player take a small percentage of MG nest damage.
Sniper Rifle…
1, Allow end of mag animation to be skipped.
2, Don’t allow zoom while round needs to be chambered.
Semi Auto Rifles…
1, Re-enable bullet penetration but reduce damage on player pass though.
2, Reduce hip-fire recoil. (visual and spread)
Incapped…
1, Introduce “Accept” revive button like Battlefield 4 (space bar works).
2, Introduce “bleed out” concept, over time gib health is lost (4hp per second)
3, Prevent “X” rotation on the incapped animation
Crosshair…
1, Allow colour change or other visual notification on crosshair overlapping enemy.
2, Introduce a smaller and simpler hit indicator (like the blue X when aiming at a friendly)
3, Slightly increase crosshair size (10%) on a hit.
Footsteps…
1, Increase volume by 20%
Strafe speed…
1, Reduce direction change speed by 25% when or within 200ms of firing. (excluding semi auto rifles)
Sprint speed…
1, Slowly, overtime reduce over speed to max sprint speed rather then just slowing the player down.
2, Reduce sprints speed by 10% on all Mercs excluding rhino.
Long jump…
1, Increase “boost” speed by 10% on all Mercs.
2, Remove speed penalty on landing provided the player bounced off a wall during the long jump.
Ironsights…
1, Increase movement speed on all ironsights by 20%
2, scale visual recoil with number of shots fired (more shots less visual recoil)
C4…
1, [TEST] - remove time remaining.
2, Increase C4 time to 60 seconds.
3, [TEST] - pause C4 timer WHILST being defused.
4, Have “beeps” based on time left.
Objective Completion…
1, Re-enable an instant respawn on objective complete with a 5 second buffer. (including multi part objectives)
Hit Shake…
1, Have the hit shake only effect perspective (cross-hair remains in the same place)