[quote=“Amerika;210130”][quote=“JJMAJR;210122”]Turtle is an engineer.
He shouldn’t have abilities that work better when pushing. He should have abilities that work better when ahead.
Such a wall (one that has a crit spot behind) would be extremely vulnerable to grenades.
If you are so worried about Turtle in free week then there’s always the option of having enemies be able to disable the thing too, with an increased delay; 2.5 seconds normally, 2 seconds with Mechanic, and 1.25 seconds with objective specialist.
If all else fails, make the collision box for movement equal to Stoker’s ammo station (because the ammo station is fair already) while making a forcefield shield that blocks damage coming from one specific direction.
I just don’t want a damage reduction aura. I like the idea of a character that can build walls and provide deployable cover, not granting invisible buffs and debuffs.[/quote]
Thanks for writing a whole sentence that tells people that Turtle is an engineer. That was informative 
Jokes aside, I don’t think you read the rest of my post and simply decided to focus on the push part of how a barrier would work as opposed to it’s usage while planting/defusing and how clutch it could be in those situations. You don’t have Fletcher’s firepower, Bushwhacker’s ability to be 1.5 players when played right or Proxy’s nuclear pancakes. But you would have a sweet defensive utility that would work perfectly with either getting to a plant or planting/defusing. One of the reasons why a few mercs stand out from others is their utility in a lot of situations. A small wall you build doesn’t provide a lot of utility in a game like DB. A giant damage reduction barrier (shell), however, would. And it would also fit the character theme as awful as that is 
If he had a wall but a players could pass through but also stop bullets (high-velocity shell net??) it would be tech mumbo-jumbo but I’d be more on-board with it than a physical wall that could be used to easily troll/frustrate with. I’m more concerned with it’s uses as a troll tool, it being kind of boring (walls are not “fun”) and it’s usability. The barrier has a ton of uses that I can think of. A short wall that you have to crouch behind (if it’s like the wall seen in the CGI trailer) has few uses in a game as fast as DB and as spammy as DB can be at times and, to me, is just boring. It also promotes a camping play-style which doesn’t fit DB at all.
I am very much not in love with building a wall. I am not married to the barrier idea but at least it fits the character and class themes, would be situationally useful in many aspect of DB play as opposed to being VERY niche, and it could not be used to troll other players…especially when you have a lot of them on a server.[/quote]
Yeah, in my opinion, a little dinky wall that only covers your legs when most players aim at center mass anyways is pretty useless (or at the very least not practical) in such a fast moving game like DB.
If SD really wants a character that can protect others, then I’d like to see a merc with a deployable area denial system that shoots down grenades in midflight and disrupts the targeting systems of airstrikes, orbital lasers, and artillery for a short duration (and now I’ve got my first decent merc idea in months to post…).
Granted, a wall could work, but it would have to be, in my opinion, a tall vertical wall that can only protect one person with a limited directional radius, but could be used very effectively as a corner-peeking tool or perhaps a method to line up artillery strikes on. In this way, such a barrier would be equally useful on both offense and defense as well as not be a compete troll ability that could completely block off both teammates and enemies.