No no, drop as in carrying them and get eaten, bye bye res.
BUT: If I had a pouch full of grenades and died, do my grenades make a booby trap? No right, they are inert with unlit fuses. I would prefer expendables to get re'nanoed along with you ... could even open up mines at 5 res each, up to a max of 3, so i buy 3, place one, die, bye 2 more etc etc...
I'm divided here. It's comparable to an alien getting killed during an evolution to a higher life form - they have invested a lot of res into that change, but lose it all when they're killed. I think logically it makes sense to have unactivated mines, welders, jetpacks, stay on the field after the marine has died (for a time) in the same way that shotguns and grenade launchers do. But for gameplay balance, I'm ok with knowing that mines and the like disappear, because aliens have the same disadvantage similarly.
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BUT: If I had a pouch full of grenades and died, do my grenades make a booby trap? No right, they are inert with unlit fuses. I would prefer expendables to get re'nanoed along with you ... could even open up mines at 5 res each, up to a max of 3, so i buy 3, place one, die, bye 2 more etc etc...
maybe they drop ..unactivated.. next marine have to activate them
- Weapons and tools (minus the axe) all drop (e.g. lmg, sg, gl, ft, mines, pistol, welder)
- Equipment does not drop (e.g. jp and exo)