An idea I got recently (not) was that pilot tactical should have kits. This began with a thought process starting a month and a half ago with A-Wall. A-Wall needs a buff. It takes so long to place down and then uses the whole thing up. The entirety of it encourages camping in a game where you need speed. "Speed is life" -Viper Some ideas is that when you place it little rockets light up shooting it towards the ground, so in a fast paced fight you can throw it down and get the jump on your enemy. Then once they are dead you can deactivate the A-Wall. The tactical timer would behave like that of Grapple. Longer the A-wall is active, the lower the bar. A-wall deactivates, A-wall starts replenishing from there. This way A-Wall users can't throw down an A-wall, shoot two people, destroy it, move it, shoot again, and repeat for an inifinite wall. There is some wait for the bar to finish refilling. When the wall is shot at the amount of time left is lowered instead of having an invisible health bar and having it continue to lost bar when dead. A-wall should also be placeable on titans. It's sad that it can't. The next part is where the kits come in. All names were probably made up on the spot for the kits. Each Tactical gets several kit options, but only gets to choose one. A-Wall: Disc Launcher: Fires the A-wall towards the cross hairs at stop speed, activates in direction you are looking at when fired/ when it lands. Detonator: When the pilot deactivates their A-Wall it explodes dealing damage to everything around it. Unchanneled Energy: When an enemy walks through the a-wall, they are stunned to an amount decreasing the larger the enemy is (i.e. Pilots take slow equal to that in the singleplayer with the captain's shields, while titans take small amounts of disruption. Phase Shift: Dimension Warp: Pilot moves faster while phased (includes reload) Dimensional Fissure: When entering and leaving phase, pilots do damage to an area around them (i.e damage as an arc grenade without stun, pilot does full kill to leaving on a pilot, plus more around) I dunno another one: meh. Grapple: Resistant Springs: Pilots move faster during grapple, speed of depletion unaffected. Sharper Hooks: When grappled to a hostile grapple does constant damage to the target while you are pulled towards them. Holo: Smarter AI: Holos will turn when they hit a wall. (works with the boost.) Dual Projectors: Every time a holo is activated it sends out two instead of one. (Works with the boost) Stim: Energy Arcs: Friendly pilots nearby are granted stim boost as long as they are within close proximity during stim. Current Flow: Stim buffs gun's firing speed and shortens reload time. Pulse Blade: (I give up on names) Increased range Better batteries mean increased scanning time Faster throw speed means hitting the ground faster and allowing the blade to pierce organics and pilots. Cloak I never use cloak so I have no ideas for it. And if any of you think for one minute A-wall is too OP for any reason, try using it. It's pretty garbage. The Frontier is changing. Adapting. If you are not willing to change with it, you will be left behind. Only those who improvise and create new ways to fight will get to see the glorious day of when they defeat their foe and win the Frontier. Those who do not are the ones who will be dead... Thoughts? Additions? Better Names? More Kits?