Ignore the child.
I actually liked your points, they do raise some places for debate.
The counter-argument to the post is the whole "snowball" effect that the change can have.
Round 1, lose. Opposition gets Special, you're now at a TOTAL disadvantage depending on the map. (Rusted lands, team collects sniper and camps Beach with one with shotty).
If this is the way the game was "planned" for "balance" then there's a total issue.
It favours total aggressive pushes for the first round. Preference to a play style punishes a lot of players, that's not fair. (Making a UFC fighter fight in a boxing ring, to boxing rules).
If I run into a team who rush harshly on the first round and collect special and set up their campfire I'm not against pulling out IB so I at least have a [i]chance[/i] to get out of the snowball effect.
Invective isn't an issue, people didn't complain about it before. The recharge rate is slow as hell. Rounds can end before the charge actually happens.
As proposed changes? Switching any kind of special to any kind of special (bar Sidearms) will return the ammo count to 0.
I'm all for giving [b]less[/b] ammo for boxes. So that if the snowball starts to happen, the team who has claimed the special has to be precise.
If I have 3 shots in my sniper, I'm gonna want to go for my headshots. I won't even pull if it's a body shot because the bullets are too preciously.
[u]OR[/u] this is an idea I've been toying around with for a while, that on round start every round, recharged Nade and Melee.
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