If a player has access to all the Armor Mods why would anyone choose to use the Grenade Expert mods? The Patrol Case mod is another fairly limited use mod too, but at least it’s current cost isn’t terribly out of line; however, with REQ stations refilling a player’s reserve ammunition for loadout weapons I think a drop in cost could be warranted.
I’m wondering if it wouldn’t make sense to reduce the REQ cost level of the Armor Mods I just spoke about down to 2. That way players are forced to make a decision at the 2nd REQ level whether to equip a mod that will grant them an extra Frag, Plasma, or Splinter grenade or to bolster their reserve ammunition. Currently, no Armor Mod can be equipped at REQ level 2 and I think this would be an interesting change for the game. Also, maybe consider tweaking the Patrol Case mod’s secondary feature regarding REQ items such that it simply bolsters the amount of replenish-able reserve ammo in similar fashion to how it bolsters loadout reserve ammunition – at least within the Firefight modes.
At the 3rd REQ level it’d be nice to see players get to chose to trade one of those quantity advantages in for a characteristic benefit such as the Reflect Enhancers mod (can reload while sprinting, quicker reloading, quicker weapon switching, and clamber faster) or Speed Booster mod (increases a players movement speed and jump height). Neither of these mods create too drastic of a benefit to the user within a one-on-one encounter; though, there will obviously be some advantage (perhaps more so for the Speed Booster if the user is good at strafing).
At the 4th REQ level players would have 3 choices to equip a benefit that increases their damage lethality: Death From Above mod (quicker and stronger Ground Pound plus longer and better stabilization), Grenadier mod (grenades cause more damage, have a bigger blast area, and you take less damage from explosives), or Increased Strength mod (greater melee and Spartan Charge damage plus greater Spartan Charge range). These mods grant an obvious lethality advantage.
At the 5th REQ level players could choose between the Upgraded Thrusters mod (faster sprint speed, health can recharge while sprinting, and quicker thruster cooldown) or Auto-Medic mod (speeds up the shield’s cooldown and recharge rate + health recharge rate too). These two mods provide greater survivability to the user within an encounter (the Auto-Medic mod may require some ducking behind cover) and the Upgraded Thruster mod even increases the chance of escaping an undesired encounter.
At the 6th REQ level players are again faced with 3 choices: Advanced Sensors mod (increased motion tracker range, undetectable by regular motion trackers when not sprinting, and tracker is visible while smart-linked), Upgraded Shields mod (stronger shielding, can survive most sniper headshots and bayonet melees), or Wheelman mod (stackable damage resistance for a vehicle and 33% better EMP recovery). These three mods grant obviously big tactical advantages.
Thoughts?