I accidentally grabbed one in the match I just played, and I tried to throw it before I was shot at.
It didn’t deploy until I was dead, and that’s why I made this topic.
Not only is it super weak, it can’t even deploy in time.
The drop wall can be immensely useful, it is albeit situational for the best effect. For instance, drop walls can be extremely helpful when trying to push, especially in BTB. I’ve had matches where even in 2-3 vs 6-7 encounters went very successful for the smaller group because even if the drop wall is weak, it is still valuable seconds of time where you aren’t taking direct damage when you’re behind it, and even better, you are still dealing damage yourself from behind it.
But yeah, you can’t just whip it down for any challenge and expect it to work out for you. In that way, it is not so apparently powerful. Although when aptly used in a situation, it can make a huge splash in what happens in a fight.
Even I struggle to get much use out of it in 1v1-2s, but I am learning to get better with all equipment. Its … nature[?] in the sandbox is actually rather deceptive. Its direct predecessor, the Bubble Shield is set up to be very reactive in use. You pop it when you’re already in trouble, usually. The drop wall is not that, it’s too slow and limited in strength. Oddly, it is more of a proactive use item – better to be used to set up before you debut in the engagement. idk, for as much as the gun training is cool to have, I really feel like they should have set up something to train optimal equipment use. It took me a while to get this on my own.
The shield should be a sphere (think bubble shield) with the projector is inside. The panels would be functionally the same where they take a small amount of damage and break. This would make it actually useful as you are covered from all sides. Even in campaign I find little reason to use this thing. In versus it can help in those peaking/poking fights at range, let you edge out someone with a sniper safely, but outside of that specific purpose it’s not that good.
Depends how they’re thrown I guess, but largely I’ve found they bounce off far enough for the shield to be justified. I’ve just found it stops teams being able to weaken the ball-carrier and those defending him before moving in for a quick kill - in Ranked in particular where you ideally don’t want to take a fight having already taken any damage
If people complain about 'slow down" that’s BS sometimes people need a breather to regain their bearings and see what’s going on games don’t have to be constant fast high-intensity moments that last for the entire match… the Only ‘slow down’ people should be complaining about is the game stuttering or lag…
I actually quite like the drop wall, it’s probably my most used equipment in ranked. It’s meant to be proactive and supplementary, not reactionary and all-encompassing. It’s not designed to help you survive fights, it’s designed to help you win multiple engagements. If you’re strafing and hitting your shots, a drop wall can help you win a 2v1 pretty consistently. It’s also great for peeking snipers, preventing Grenade bombardment, and more. Just set it along a sight line you expect an enemy to appear in and get ready to shoot