A 6th card slot is unecessary, NOT because it wouldn’t be an improvement, but because it is within TC’s ability to modify class passives and cards. The argument is putting together certain card combinations that just go together naturally and being useless anywhere else because it could take anywhere from 3-4 cards to do it. I get it. That is the true issue.
The “Goal” was interconnectivity and teamplay, but the reality…especially with public matches is you can’t count on anyone to combo up on purpose, in fact most people are certified glory seekers and actively screw each other over. I will give one example: As Nomad, I shoot a drone with concussive boltok in it’s stun phase I rush out of cover to go execute it, putting my life in jeopardy, but knowing I will be able to make it and start a fear chain and be effective. My D-bag teammates, snipe the drone just as I get to it because they saw a kill and took it, I go down, because I am out in the open, blood red with no backup plan and it all goes down hill from there. I could name more but you get it…I hope.
The Issue, to bring it back, is that certain combinations, like Kait Shotgunner has to pack her own bleeding card in addition to 2 shotgun damaging cards AND the Stim card. That’s 4 cards! That leaves no room to spec into another combination of cards. But keep in mind the goal was to have other classes like JD razor hail to start bleed and make it easier for Kait so she wouldn’t have to pack the card herself. TC needs to simplify card choice by combining certain cards into 1 and making sure 2 card combinations can make a set. This would allow 2 combos per loadout with an additional slot to empower one over the other OR run a much needed defensive card to make sustainability in higher difficulty a thing.
Also on an unrelated note…What the heII is up with Robotics Expert? Subpar sniper, Grenade Tagger, Base line fortifications…just what the heII do they expect you to be doing and why is so many of his cards just…meh. Thanks for reading. Please Reply.