General suggestion for vehicle spawn screen and Hind/Condor situation
We all know that current system is not perfect, but I kind like the diversity within vehicles classes. So, I suggest a compromise: Split classes on more own distinct classes, which would guaranteed that we always have, for instance, jets or tanks. Also rework Hind/Condor to be an actual gunships, the flying tanks, rather than jack-of-all-trade which actually good in it tasks
Well, spawn menu is self explanatory
Split "Armor" on "Light" (Bolte and Wildcat) and "Heavy" (tanks and APC)
Remove jets from "Attackers" and move to own category. Add ground attacking jet (be it A-10 and Su-25 or F-18 and Su-27/MiG-29 (or their twin seat versions such as F/A-18E/F and MiG-35)
Reclassify Condor/Hind as "Gunships" and restrict to 1 per team
Port UH-60 Blackhawk from Portal as "Transport" (call it UH-77 Royal Eagle or idk. Maybe change it stats to make it nimble, fast, but weak armored and with gunner weapons only in the form of HMGs)
Who gives a damn about MAV? (yes, I forgot it even existed...)
As for Hind/Condor changes I need to explain:
First and foremost: CUT THEIR MOBILITY AND MAXIMUM HP (and rate of repair from the inside if it possible). They are still flying tanks, but tanks of BF2042 (or like they were in BFV in which you can, with grain of luck and splash of skill, solo it)
For the Pilot and gunships themselves:
Smart rockets. Have small correction to hit vehicles, generally garbage (anyone who flew stock attack helicopters knows how weak they are)
Rocket pods. Barrage firing missiles, OK-ish damage and splash, but noticeable spread so it will be hard to aim with them
EMP missile. Ok, who played Apex? Who played Crypto? Yes, you two, it just like your ult, anyone else - just ask those 2 that it does
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Supply drop. Drops medic bag and ammo box
Pulse sensor. Spot enemies in small sphere around the gunships
SOFLAM designator. Just SOFLAM
Smoke launchers. Drop several smoke bombs directly beneath it
Spawn beacon conversion. Removes 2 passenger slots and cut mobility even more, but allows to spawn players around it
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ECM Jammer. Passive jammer, increase time required to be locked-on by the enemy players, does not counter already homing missiles
Missile countermeasures. Just your usual flares, just with reduced protection time
Dual 30mm. Just like Wildcat, but with lower ROF, good against flyers, but not very against anything else, including infantry (unless you literally poke them with it, but then y'all just asking to be turned into a swiss chees)
57mm AT. Same as Wildcat: weak splash damage, slow shell velocity, low ROF, small ammo count, deadly direct hits, good against armour
Wire-Guided missile. Self explanatory, kills whatever it hits, but good luck hitting anything
Twin miniguns. Because why not?
Minigun. Nothing new
Burst missile pod. Fires 4-missile burst
HE bombs. Just like in stealth heli, but weaker. It also slows down the gunship
Twin HMG pod. Less ROF than minigun and weaker against enemy helies/light armour, but better accuracy
HMG + SOFLAM. Support solution, there's no such thing as "Too much
dakkatarget painting"
PS: Yes, I spend TOO MUCH time on this, 3.5 hours in fact and yes, I posted it on Reddit first, so, yeah