When the First Aid Pack/Medic Pack is equipped, other players will be able to heal themselves without needing the pack itself to be deployed, though the Assault themselves will not receive experience. (Very good feature from BF Hardline)
Defibrillator: Reward players for a full revive with 200 points.
Reasoning: This change will drastically increase teamwork and the overall gameplay experience of [u]all classes.
Medic Pack: Reduce points gained per heal to 5.
Reasoning: To counter large amounts of XP gain due to the Defibrillator change.
First Aid Pack: Heal while being suppressed, to the cost of only 7.5 health per second.
Reasoning: The First Aid Pack would righteous its name. Making it viable enough.
When the Ammo Pack/Ammo Box is equipped, other players will be able to resupply themselves without needing the pack itself to be deployed, though the Support themselves will not receive experience. (Again very good change from BF Hardline)
Ballistic Shield: The glass will not break anymore. Neither from heavy calibre nor grenades.
Reasoning: The player is still extremely vulnerable from the back, each side, the top and his feet. No need to make it further less affective.
UCAV: 1 per life.
Reasoning: It will remain powerful and scary, taking out Helicopters and Tanks, just not as numerous. Also it encourages attacking players to actually attack instead of kill farming.
MP-APS: Should detonate grenades as well with a reduced re-arm time of 3 seconds. 10 points rewarded for each destroyed projectile/grenade.
Reasoning: Further increases diversity and teamplay, and usefulness of the gadget itself (due to lack of).
PDWs should be all kit weapons while making Carbines Engineer only and further increasing the damage of PDWs by 1.
Reasoning: This will make them righteous for CQB and again increasing diversity (which is a good thing) due to the viability to all classes.
Motion Sensor: We need to know the range of it (minimap), like the feedback of the T-UGS.
Reasoning: Very important change to Recons and everyone in range.
Defensive: Bodyarmor should not reduce damage of Sniper Rifles. Also Slug Rounds and the Phantomâ€™s Arrows.
Reasoning: With a rate of fire of 60 per minute (at best) compared to say an AEK with 900 rounds per minute there is no need to punish snipers who like to play the objective when it is already heavily stacked against them. Taking away the only reason (1-shot) to run Slugs/Phantom renders them unfairly useless.
While in combat, squad mates should not be able to spawn on their comrades.
Reasoning: Due to the 1 second spawn protection (invincibility) you will be out of bullets or dead against any more targets. This happens a lot to us players, which is extremely aggravating. It will only enhance gameplay.
SR338: 2 shot kill at all ranges.
Reasoning: Due to the fact of only 150RPM (vs DMRs 300) it is still very balanced. Each shot counts, making it a true Designated Marksmen Rifle.
Phantom: Please remove the extreme vapour trail.
Reasoning: Ninja anyone? Okay they donâ€™t have bowsâ€¦ We need a sword ;) (Joke) Still we would really appreciate the change.
If you have Premium I encourage you to play CTE over at cte.battlelog.com [cte.battlelog.com] and directly help the Devs to make our game step for step, better and better. They are having problems with testing things because of lack of testers.
AGAIN PLEASE VOICE YOUR OPINION HERE! WRITE IT DOWN ON WHAT YOU AGREE, ON WHAT YOU DONâ€™T. WHY(?) AND HOW YOU WOULD WANT THE DEVELOPERS CHANGE IT.
Thanks for reading and have a nice evening !