First off:
photon shields is once every 4s at best
and obvs you aren’t placing turrets, tps and shield gens down as frequently as that either. esp realistically when you consider availability of optimal spots to put them down without being insta wiped + how inherently situational some of those structures are.
i.e. a large portion of active gameplay is in fact trying to damage which you literally can’t get in and out of effective range often enough to do let alone stay in effective range long enough to do.
Secondly:
even if we assume that somehow you can spam shield hp buffs and structures all game for uptime in terms of your cds, in no way can you really realistically reach such optimal spots for the structures AND to be in range+los of allies for shield buffs with just wasd without having significant down time just like how it was with old sym. sure, you put more placement range, but
- you’ve also reduced the range of application for some of them (e.g. shield gen has reduced radius) which counters that
- often you need to put them behind cover which isn’t necessary always in los of where you’re positioned which even if you had infinite range it’s not going to fix that,
doesn’t detract from the point being made.
orbs rn are already trash rn with it’s current numbers in terms of being so slow that it’s effective range is low + being trash spam. and adding pierce makes it worse AND locks the worse numbers in because you can’t justify having actual decent numbers on orbs if they pierce, regardless of whether we’re talking decent numbers for a precision or a spam weapon fire.
orbs rn with 120 damage per orb is already 120/(1s charge up + 0.25s wind down) = 96dps < 100dps mercy bodyshotting and the latter is more consistent to land too.
even taking your 80 damage with current speed “solution”, it’s not resolving the current poor state as a precision weapon fire but with less burst, and it’s straight up just worse as a spam weapon fire with 80/1.25 = 64dps.