Introduce Various Perk Enhancements for Different Classes
Some miscellaneous perk ideas I thought of while bored at work. Some of these are prob unbalanced so feel free to ping me and discuss.
Sharp Eyes (Recon)
+extends the spotted marker duration
+increases the spotting radius
Helper (all-class)
+xp gain from assists has a guaranteed minimum of 50
+xp gain from spotted assists increased to 15
Steady Hands (all-class)
+enables toggleable smoothing on all weapons via offhand trigger
Hardhat (Engineer, Medic, Assault)
+reduces the damage multiplier when you get headshot
-damage reduction decreases for every consecutive headshot
Self Care (Medic)
+your own health packs heal you faster
Rationing (Assault, Medic)
+allows an extra 2 health/ammo packs to be active
-individual packs give slightly reduced ammo/health
Long Range Beacon (Recon)
+allows all teammates to spawn on your beacon, albeit with a 25s cooldown
+squadmates ignore cooldown
-beeps are louder and can be heard from farther away
Stealth Beacon (Recon)
+beacons now assume the color of whatever terrain they were placed on
+beeps are quieter
Heavy Pockets (all-class)
+1 reserve grenade and/or gadget ammo
Quickdraw (all-class)
+larger hitbox for grabbing your secondary weapon
Dead Man’s Switch (Assault)
+automatically detonates all C4 upon your death, including any in your hands or holster
Salvaging (Engineer)
+drilling non-friendly vehicles creates ammo packs, including destroyed and unclaimed vehicles
Scavenger (all-class)
+killed enemy Assaults and Medics drop ammo and health packs respectively
Showoff (all-class)
+reduces weapon recoil penalty when holding them with one hand
Countersniper (Recon)
+allows you to see a slight glint from enemy scopes pointed at you, which applies to all weapons with scopes and not just sniper rifles
Sharp Ears (Recon)
+increases volume of enemy footsteps
+enemies who fire a weapon within a certain radius of you will be automatically spotted
Stretcher (Medic)
+allows you to drag downed teammates
Necromancer (Medic)
+increases the time window for reviving a teammate indefinitely so long as they don’t respawn
Headpopper (Assault, Recon)
+enemies killed via headshot cannot be revived
Armored Anchor (Engineer)
+all teammates can spawn on your vehicle, even if its full
Surveillance System (Engineer)
+enemies who deal damage or lock on to your vehicle are immediately spotted