This was in another thread I wanted to get feedback on adjustments that could be made to these ideas.
Looking at gadgets it is bizarre how
Assault has the most versatile and effective followed by Support, then Recon and last Medic(lack of gadgets) .
AP mine - not effective as it requires 2, it looks as if it was set for a game with no auto Regen health or players being frequently at 100%. I am not sure what could be adjusted beside upping the damage as it is carried by other classes too.
Spawn beacon - does what it should however the squad has no idea it is there unless you look on the deploy screen. It should be the default point on the squad spaw screen. It would mean up to a max 7 spawn points on the squad instead of 3.
Sniper decoy - requires glint to function. This is why glint should be on all scopes across all classes greater than 150m away. So even if the decoy is placed less then 150m from targets the glint would still be visible to attract shooters.
Spotting scope - fine. If you like staying at range.
Flare Gun - joke.
1st distance if Recon is meant to be behind others. Less than 50m is pretty tight for the current classes of weapons.
2nd radius wow it so big it barely covers the small 4 room house. Great way to help others
3rd ammo max 2. Yer if attrition was real for all classes no issue but it is not.
4th can be countered and clearly visible when in use.
Note: flares don't work under cover or when fired at the ground.
Improvements in range, radius and ammo are the biggest factors if Recon continues to not have short range weapons. Only radius would need a increase if Recon had short range weapons.
There is so much lacking with Recon at least the gadgets should be helpful to the team.
Perimeter flare like AP mine when triggered would launch a flare into the sky but height would restrict flare radius.