Purpose: Improve the viability of full-time baseplay as an alternative playstyle, mostly for high ping/low skill.
Desired outcome: Baseplay is a reliable and worthwhile Med D role for high ping/low skill, centered around the repair kits and EXR turret. More things to shoot at reduces HoF pressure. Stationary targets are easy for high ping/low skill O.
Not changing: Quantity. 1 is fine. Constantly invo station runs are tedious. Coordinate with teammates to get more.
Not changing: Light turret. Not in the spirit of mixers.
Change 1: Reduce EXR lockon time from 1 second? to (as low as) 0.1 second. Lockon only affects time between first spotting a target and firing the first shot. Follow-up shots would have the same delay.
Rationale: Long lockon hurts the EXR in a few ways. First, due to its flimsiness it is often dead before it fires the first shot. Second, when a target keeps peeking into its range, the turret can only flutter ineffectually. Lastly, when a target flies straight through the EXR firing dome, the EXR won't take the shot at the best (head on) angle due to the delay, and fire at a steep perpendicular to the target's line, usually missing.
Effect: Turret can more reliably fire at least one shot before being destroyed, fires at better angles, allows sneaky ambush placement.
Change 2: Double EXR HP.
Rationale: Due to the vehicle/deployable damage multiplier, every single mixer weapon can knock out the EXR in a single shot, including plasma gun. Coupled with its lockon delay, it is often dead before it can do anything.
Effect: EXR should more reliably be able to fire at least one shot, ideally a few, before being destroyed.
Risk: Everyone grabs a turret?
I don't think so, there's enough upkeep involved that at some point a player with high kill power is better off engaging head-on rather than running after repairs, and you're fighting the attrition of enemy heavy O the entire time. Even with double HP a turret probably still dies to a single disk/mortar.