Bump cos this is probably the most important thread in this section
In summary,
-Shield Bash (with less damage tho)
-Increase a bit in speed when Bash is on
-Add a flash or 2
-More ammo
-Maybe better precision
Melee: Yea, first of all, what
@Sniper said. A melee that can 1-hit cons would be borderline OP. Even dealing half of max hp on light armor would already be very powerful. Second. Melee option is probably the hardest one for alex to implement. Guard already activates shield on F, so you either will have to find a new button or have the melee happen simultaniously with the shield activation/deactivation. If we find a new button for melee, we will have to decide whether melee can be used with shield up or not, as this would heavily influence the power level of the class. Also, I have no idea as to whether either of the options are actually possible for alex to code.
If melee is added, then no other buffs should be needed for guards to be able to hold their own imo(perhaps a flash wouldn't hurt). If not, then I am in agreement to all the other suggestions, with the addition of either increased bullet damage or changing the bullet type to explosive, in order to better counter cons, seeing as they're probably the class that makes guard the liablity that it is in CTF games.
Let's just keep it the way it is, and let it throw nades and flashes with the shield up. increase its stock to 6 nades and 4 flashes and its specialty is taking out heavily defended fortifications
Throwing nades/flashes with shield up is great idea tbh, but this alone will not solve our of objective making guard see more play. In order to do this, we will have to make it more viable in the most played game mode, which is CTF. In order to do that, we have to make it suck less ass against the most played class in the most played game mode, which is recon. So, while your idea will improve the power of guard, it will only do so in situations where guards are already powerful and its lone addition will not do enough towards our objective of increasing the array of situations in which it can be useful
Tldr:
My suggestion:
1) Shield and melee activation on F. Melee doing 60 dmg to light armor(same as assault melee on med armor), 35ish on med armor
2) Flashbang(s) along with the ability to toss auxillary with shield active is really cool and makes for a solid counter against camp
If no melee: A solid mix of all of the other change suggestions should do