Turret/Tool Kit Improvement idea
1. While i understand what your trying to do and i see nothing wrong with it. It would have to stay a mace not a tool. You would be demanding A) we never get to see the cool legendary mace skin we earned or they would have to make a new model for every mace in the game to have a unique wrench look. So end point you could not do that as this is a cosmetic driven game and theres already enough beef with kits hiding your weopon skin as it is.
2. I’m not sure what balancing is built around the turrets not being able to be picked up. I do agree they should be able to be relocated as some of the turrets are on dreadfully long cd’s as are some of their tool belt abilitys.
Overall not bad ideas but you might want to refine them a bit.
turrets just need lower CD and to scale with stats. taking turrets means no stunbreaker/condition removal utility so it would be just fine if turret would scale. they are after all immobile and easy to avoid.
Turrets need to have different CDs based on if you pick it up or if it is destroyed/detonated, as to create an incentive for picking it up. If the concern is people picking up the turret right before it dies an immediately redeploying, tie the CD to the turret’s health – no CD if it’s 100%, full CD if it’s under 25%.
1. Remove tool kit, add maces as another engineer weapon
I am absolutely against this. All it does is hose those of us who successfully use the tool kit. I like it for a melee range kit, love the confusion I can stack with pry bar, static shot, and concussive bomb together to keep a minimum of 2 stacks, generally more in the range of 4 to 5, but to keep it up 100% of the time.
I just want Flamethrower to have more burns and it’s range to match the graphic. T_T