I’m forever a smoke apologist (especially this update with so many complaining about gunners and smokes completely invalidating their existence), but I will admit of the many described changes to it people ask for, I do like/would concede to the idea of it being changed out for mines.
Smoke being in the infiltrate column doesn’t really make a whole lot of sense, I’d say change it with Krak more than likely (given any build I use with smoke always couples it with Shout, since Shout is so op and makes up for the fact you ‘don’t have a grenade’ by just knocking everything out of your smoke, making it have to re-engage/target you which gives you plenty of time to melee it to death. That and Krak just begs for grenadier which then flows easily into Invis). But I know that would cause a massive uproar (and honestly I also wouldn’t really like it) since the ‘straight down the middle’ Veteran line would get beyond f’d by such a change, and smoke does kinda need that 10% melee damage pip to be it’s ‘viable in the right set up’ self, and moving THAT over too would feel kinda out of place.
So, with ALL that in mind, I’d be more than ok replacing it with a mine at this point. Even with me enjoying smoke in the small cases I do so, they have become smaller and smaller cases, as primarily builds centered around smacking things with the powersword or one specific build with a bolt gun and a shovel (and even then it’s in that one mainly as an excuse to grab the melee pip). At this point, more often than not I find myself wanting to proc Reciprocity, which then results in me picking a different option as the ‘easy gun shot dodges’ are better to have than to omit, and it’s only a rarefied few ‘raw damage’ builds that even take advantage of the smoke in the first place. Meanwhile, a mine could be used in any case, properly synergizes with the column it’s placed in, while also still fitting the ‘tactical veteran’ fantasy the smoke is trying to encourage.
You’d be able to ‘lay traps’ for your enemies to fall into, add the capability of using it with infiltrate to give that even more of a boon and make that more easy to click on, and generally quiet the community about ‘how terrible smoke is’. I could even see the two nads being combined, as smoke would suddenly serve a purpose in that regard. Either on explosion of the mine or on placement of it, a smoke cloud would appear in that location alla the currently existing smoke grenade, and function the same way as the 15 second smoke does now. Maybe even make it that much more translucent, like ‘kicked up dust and debris’ sort of feeling, that gives the ranged protection for it’s duration while also drawing enemies in. Then you can either place another mine for the enemies to walk into, or in the case of it happening ‘on cast’ draw the enemies into it in the first place, either way playing into the melee playstyle still while also getting a nice big impactful boom that makes you and the rest of the team happy that you actually took something out with your blitz, along with gaining the tactical improvement.
Can imagine running in with invis, slapping down a few mines, the wave running into them and debris and rocks getting kicked up as they are detonated. The Veteran popping out of invis amidst the chaos, quickly meleeing and dispatching anything that remains as it all gets heavily suppressed and confused at what the heck is even going on. Before the team runs up into the malestrom to take advantage of the momentary distraction and confusion the veteran provided.
I like the thought of this, this feels right to me.