That's a high-brass counter though, as it provides both considerable power and versatility on top of dicking over your run of the mill gun user pretty hard. I'm a bit fonder of the more subtle ways myself, such as indirect projectiles that can be launched from cover, temporary barriers, visual hindrances, stealth and tactical movement (the latter needs a meticulously detailed arena map though), or things that fall in their own category, such as that forcefield. Serves to balance guns out to the point where they are challenging, fair and don't require direct interaction, such as dodging or metallokinesis, to reasonably avoid.