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Yes the laser can and will hit you and your team mates, but the pro's outweigh the cons. Not to mention the laser is also "pointing" to the enemy always showing you where they at.
What would make it and the Rover version better is being able to see targeting parameters. Mainly to "focus on targets coming from behind" if for no other reason than to give a player some warning before a bug comes up and bites your back.
They should both be useful with different nuances. That's the idea of balance.
It shouldn't even be that they are so good that you can take either for whatever purpose. The ideal would be having meaning in choosing one over the other while keeping their specific effectiveness.
So they just need to adjust it's ammo, and it'll be good:
More ammo per clip, restore ammo from regular ammo pickups (1/3 of it's total), and make supply drops restore 1/2.
It'll still have more downtime than the Rover, but it won't be completely useless like it is now.
The biggest reason Rover is better and picked 100% of the time over the ballistic dog is because it basically has 100% uptime and unlimited ammo.
What's the point in a stratagem existing if there is another that preforms the same job, but better in every way?
Same with Machine gun Sentry when Gatling Sentry exists. Imo, it should work like EAT, have less ammo, but a much shorter cooldown so you can call them faster.
- low ammo in magazine
- 6 magazines
- low damage, takes like 3-5 shots to kill small bugs
- cant resupply from ammo crates
- burn through ammo like crazy, out of ammo = dead weight
- Call time cooldown 480 sec
Guard Dog Rover variant
- unlimited ammo
- upon building heat goes to cooldown, only couple seconds
- ridiculously long fire time letting it kill ALOT of bugs
- constant up time
- Call time cooldown 480 sec
As Tenebris pointed out, cooldown is also issue.
Make Smoke Strike Great Again if we wann go that route.
If I have skill A that does X thing and at one point I get skill B that does the very same X thing but plain better then A instantly ceases to have reason to exist.
Since in this game we're not going from "orbital strike 1" to "orbital strike 2" but unlocking different stratagems with no linear upgrades, the only way for them to make sense is covering different bases at a somewhat equal level of effectiveness.
It's a hard goal that scales exponentially with the number of options you offer, but that's the theory.