Tanks should get the health regen buff when deployed, not ammo replenishment. This would facilitate their tanking. Gunners should get the ammo regen buff when deployed, this would facilitate their gunning. Also, additional benefits to deployment should be considered, as at present it's just a liability that makes you a sitting duck and denies you use of at least one of your other skills.
Gunner's Deploy is plenty powerful, provided you don't just deploy in the open like some kind of an eejit. The second the deploy animation begins, you get the bonus crits and the slowdown effect, keep that in mind. The Tank's deploy is more of a defensive tactic than an offensive, use it for quick bursts of health regen after retreating. Gunners should be immune to Head Crabs while deployed, which would give Assaults a hard counter. Tanks could possibly gain overheal if they stay deployed long enough?
Urm, AFAIK the Tank's deploy doesn't regen health significantly, hence me making the suggestion. At least that's what the tooltips indicate, it's ammo replenishment they get. The gunners get health regen. As I was saying, the two seem counter-intuitive and should be swapped.
i dont know if i agree with ace's specific requests but the tank deployment is pretty useless atm and does need a change... imo.
i dont play tank but i never had to fight a tank while he was deployed and worried about not killing him with great ease.
The Tank has the second-slowest base Health Regen, the Gunner having the slowest. LVL2 Deploy description reads "Increases Health Regen", and I'm pretty sure it almost halves the time taken for your health to start coming back. LVL3 Deploy is the ammo regen one. If we're going by tooltips and such, the Tank is listed as having the highest Defensive stat. Therefore, it makes sense that one of his skills - Deploy - is extremely defensive. The Gunner's biggest weakness is his slow reload speed. Giving people the option to quickly deploy and undeploy instead of reloading will be a huge and unnecessary buff. It would also encourage people to use Deploy incorrectly - it's for ambushes, not for sitting there like a turret 'till you get headshotted. Which, judging by the amount of bawwing over the Sniper, won't take very long. Deploy does increase his Health Regen, but not by very much relative to the Tank. EDIT: HEALTH REGEN IS THE TIME FROM WHEN YOU LAST TOOK DAMAGE TO YOUR HEALTH BAR FILLING RIGHT UP TO THE TOP. IT IS NOT ARMOUR, K?
I gotta say, it's a sad day for the other team when I can deploy as Tank right in front of the moneyball, and fry it all day long. A major pro is that Assassins can't grapple a deployed anything. But a smart Sin will just spam Shurikans at your back.
1) Get Gold H-Regen. 2) Turn a corner and immediately deploy with an assault chasing you. 3) Your health will be full in a second, near-instant. 4) The assault turns the corner with half health, you no longer have low health and have undeployed. 5) ??? 6) PROFIT!!1! Also, deployed in a tight corridor with anything will help for a win (if you are good with a heavy, some people can't aim against bunnyhop). Gunners get so many buffs when deployed, you insta-kill things from 2x range. Assaults can no longer get within headcrab or assault rifle range when you are deployed.
Ditto; I don't fear the railgun, and it's easy to keep out of jet-gun range if they're deployed, and if you get behind them then they're just sitting ducks anyway. Head-crab or ground-zero them, problem solved. Crit-shurkiens from behind, they undeploy and WHAM, Assassination. Deployment for tanks isn't great, and there's so many sources of massive damage that the regen as it stands is only really useful against blasers and other trivial juice-building damage. But will fool around now to fine-tune my opinion of it. Delay before healing starts and Health regained per second are two different factors, even if the buffs due to deployment or endorsement address both, either coincidentally or by design. Fine-tuning the balance between the two will change how the defensive condition plays. I'd argue that deployment, as a massive penalty in terms of how vulnerable it leaves you, should at L2 tank deploy be continuous self-healing (IE damage doesn't interfere with regen); and at L3 the health-rate improvement should come into effect. Ammo replenishment shouldn't be a factor for tanks, as it is an unnecessary and relatively pointless buff. At present deployment *skill* isn't "defensive" per se, as the health regen bonus is only in effect when you aren't taking damage, and thus aren't actually defending yourself in any way shape or form. It's a recovery, not a defence; with ammo regen being offensive, not defensive. Only if deploying instantly maxed out your ammo, with the tank the ammo recharges over time. If the deploy + recharge rate is equally as long as the base reload time, there's no net loss in terms of reload speed, and such an exploit would simply render you immobile while trying to reload too. The idea would be that a deployed gunner who uses controlled bursts won't ever need to reload; whereas a deployed gunner spamming fire will eventually run out (depending on clip size) and either have to reload or stop firing while waiting for ammo to reload. The ammo replenishment rate wouldn't have to be as massive as the tanks, or short-circuit reloading in general. So what you'd have is the gunner's biggest weakness (reload) replaced with with the equally big weakness of immobility while deployed; and having no real change when he's not deployed. Strikes me as perfectly reasonable. L3 deploy gives headshield precisely for this reason. And by "incorrectly" you mean "inefficiently"; the efficiency is determined precisely by game balance - turning the gunner into a player-controlled turret while deployed strikes me as a much more "correct" way of playing the class, and thus making deployment a useful ability rather than redundant in the face of running-and-gunner and mortar spam. Hopefully this suggestion would make that more efficient. It's pretty redundant, especially as being a sitting duck while deployed severely limits your ability to get out of the way of damage and thus allow regen to occur.
I am one of those deploy heavy Tank's and I can tell you once you figure it's in's and out's it is lethal. When the Tank deploys he also gets a buff to armor and damage output, not to mention the range of his Jetgun doubles. That makes it perfect for melting down turrets. Firebase got you team down? No problem deploy on it and watch it die.
I don't have any major problems with the current deploy system. For Tank, deploying right after escaping a firefight with less than an inch of your life left can mean you just run back into the battlefield with full health pronto. His deploy is more of healing center than anything. It also makes you get amazingly easy juice if no one's paying attention to you while you deploy amidst a group of bots or a LB turret. Gunner's deploy is an interesting case. I often use it if I'm trying to take down another gunner, as the slowdown effect as well as higher accuracy is simply devastating. The only real problem I have with it is how you can't undeploy while you're reloading.
Tank deploy would be a lot more useful if you didn't effectively lose control of the crosshair while the camera switches from 3rd to 1st person.
Weird, that's not how it looked on my jet-gun when I was deployed in single-player the other day goofing around...