C4 has been complained about since the game's inception, but aside from "remove it" or "nerf it into the ground" there's little in the way of actual solutions given. The solution as far as I can see is simple: What other option do you have? Aside from medkit chuggin Heavies there's few things you can put in that slot, and C4 is just too good as a weapon of opportunity. You'll not use it much, but when you do get face-to-face with a MAX or have the opportunity to run up to a tank you'll want to have those bricks in your pocket. So we should be introducing other options to give players other choices. These options would all cost resources and could have a variety of functions. The goal is that only a small portion of players is carrying C4 when they really think it would be useful, and pick other choices in most other situations. Don't worry C4 will also get changed by introducing three categories: Category 1, low risk: These utilities would function like grenades and medkits. Once you paid the resources they will be in your inventory until you use them, no matter how many times you die. Because of this these items would be ideal as items of opportunity that you only use once in a while, or weapons that need to be limited to prevent spam. Category 2, medium risk: These utilities would function like MAX's, you buy it and can use it until you respawn. These would be weapons and utilities that you pick when you know what you are going to face. Similar to a MAX, ammo will be free and reloadable from ammo packs. Category 3, high risk: These utilities would cost resources to buy, are lost upon a respawn but also cost resources per use. I suggest moving current C4 to this category, allowing players to keep the current power but at much greater risk. Example of a potential Category 1: Half-brick of C4. You get 4 half-bricks that are thrown and detonated as fast as current C4, have half the damage and half the cost. You can only have one brick out at any time, and trying to throw more will detonate the charge already on the ground. Another example: A dart that causes a light concussion effect on vehicles it hits. Example of a Category 2: A strong version of the Thumper (in fact, making the Thumper a Heavy Weapon only available to the Heavy is a mistake so make it a utility instead). A rechargeable radar that spots enemies within a certain distance of you upon use. Example of a category 3: Change current C4 to this A key for CQC use. After a short chargeup it can kick out occupants of a vehicle, use it on unoccupied vehicles to steal it for your own and consume the key. Does not work on Sunderers.