If deactivator can be made without lof it Will be a solid defence for non tech armies and others. Need for lof make it useless in closerange.
The deactivator as-is does very little I agree. I'd like to see it have some capability against perimeter weapons too. Like a high number ARO that would convert rather than detonate the koala if successful. It also needs a way to bypass camouflage, otherwise it will ultimately not be effective for its job. If Deactivator was less common, I'd make it a simple short skill and WIP+6 to just convert all mines and koalas etc in 8". As common as it is that would be too effective though.
Needs testing, I think the risk is that it will make Perimeter weapons a bit too useless (they're already a tiny bit on the weak side due to not inflicting a Dodge penalty), but I think it'll strike a decent balance balance for other deployables. Mines being protected while they have camouflage is good and well, in my opinion. Mines need to be deployed so that they have clear LOF to what they threaten, so the number of spots where they can have an effect and still participate in the game will be naturally limited. IMO, the distribution is a bit off for some factions, but it's not a big deal.
I'd like to see the deactivator and minesweeper usable for a WIP dodge on mines. Step in with first action, triggering the mine Use second action as a deactivator/mine sweeper. Then base WIP as the +3 and -3 cancel out. If you pass, flip or deactivate the mine based on the equipment you used. If you fail the make the appropriate saving throw. Gives engineers/equipment users something to actually do with their gear. Has risk to use, but pretty decent rewards as well. It could be pretty funny flipping a mine on someone who dropped one around a corner.
Like it was done in N2. That would for sure bring back some fun into N4... but I'd already be happy if the Deactivator got a Jammer-like no-LOF mode within the user's ZOC. Like this:
This is my favourite suggestion to improve Deactivator, because I think it wouldn't almost modify gameplay or balance; it is just a small adjustment to a couple of rules to provide a new tool to Engineers and a reason to risk them in the frontline. Also, as it would be a "WIP dodge", it wouldn't work against other CD attacks (or teamplates), so the oponent could also find ways to deny that new tool.
It creates a bit more counter play to mines. If you brought the right specialist/equipment then you can keep your forward momentum, and not be hard stonewalled by a couple mines. Or you can punish some lazily placed ones.
Yep, N2 had a lot of fun intuitive interactions, I dont know why so much has gone away when most of it was not broken. Question is does the Wip roll apply to multiple mines? I feel like that would be a little over kill, and does it apply to things you cant see yet like koalas. I think I would state it this way. "Allows user to make a single F2F roll within LoF and with LoF range mods to a single target. If successful, the piece of equipment is deactivated before going off." This would allow your whole team to keep moving forward. I do like that it would, rightfully so, allow other attacks to freely hit, cause I'm all for players being allowed to make traps like this, I believe it's fair and adds depth to the game.