
We answered on topics like Klaus in Descent Mode, Parts limits, physics damage, balance, Apollon in Battle Royale, and Smart Bombs. Keep sending your suggestions and sharing thoughts on Discord in the #suggestions channel as briefly as possible, in 1-2 topic formats in one message. It is easier for us to collect and answer on it.
Currently, Klaus's Talent damage in Descent mode is capped at 300% of the Operator's health. We will increase this limit. However, don't expect to take down Alpha with just a couple of melee hits.
The current game economy doesn't allow us to increase the limit. However, we're working on other improvements that will affect progression in the future.
Technically, physical objects don't deal damage at the moment. They either kill or don't kill. Killing with physics has seemingly become something of a meme, where you can take out an opponent (or ally) with a well-aimed grenade throw to the head. Essentially, implementing the system you're suggesting would take a significant amount of time, and it wouldn't add much positive experience. But we'll think about how we can reduce the number of frustrating moments caused by deaths from small objects.
Yeah, it's not a pretty situation. We'll address this issue shortly.
It’s not correct to compare Operators with one parameter. Yes, they have 25% more health than others. But others have a +60% fire rate, or +30% movement speed and a lot of resistances, or shield against bullets and automatic stun of enemies around, and so on. We should consider everything complexly. We're keeping a close eye on the situation, and we may lower some characteristics of these Operators a bit, but it's unlikely that it will be their amount of health.
It seems like this could be exactly how players might behave, making it a fairly normal gameplay situation. Additionally, if the opposing team has a lot of Smart Bombs, one option is to switch to a loadout that includes Missile Defence or fire, or an Operator with Talents for eliminating devices.