@RanzigeRidder2There's a billion ways to make soflams more effective or more utilized that do not hinge on getting cheap 1 hit kills on helicopters that make you mad, such as making them increase damage (BF4 did this), not hiding their indicator if the engineer is not holding a launcher out (why was this changed???), and better yet also showing the indicator on the spawn screen, giving the top-down attack to every launcher that can lock (BF4 did this, very unrealistic, somewhat doable by quickly aiming up in 2042 but not quite the same), allowing locks through walls, not having a lockon time for the M5/RPG that's longer than me just shooting at the vehicle, not reducing my RPG damage from 35 to 27 when I shoot at a laser designated tank, giving XP to recons for every fired rocket and every hit rocket, giving XP to engineers for every fired rocket, fixing the bugs where thermal smoke will be completely invisible, making it so there isn't an incredibly long grace period after thermal smoke/flares, and playing satisfying-sounding sounds whenever someone shoots a rocket at your lazed target.
There is no working together needed with the attack helicopter gunner. The gunner can operate entirely on egoistic incentives, he's just protecting his K/D. For the most part people don't explicitly cooperate. It's why you should have the ability to kick a support in the butt, forcing him to drop an ammo box (kinda like in Hardline), and/or have ammo caches dotted around the map. If you remember the game at launch - there were a lot more Angel ammo boxes. Not because launch 2042 players were somehow way more cooperative, but because Angel with the M5 was the meta and people had an egoistic incentive to constantly call in his big crate.
You should not *need* cheap soflam kills in order to fight overly aggressive helicopters the same way you don't *need* soflams to fight aggressive tanks. If enough people switch to a specific self-sufficient engineer loadout after getting annoyed (say, a passive radar launcher that can lock after being fired, or just plain instant lock launcher ala BF4 AA mines or the 2042 jet radar missiles, or some flak launcher, or an easier-for-the-average-player version of the NTW-50 in the gadget slot), their cumulative egoism should kill the helicopter if it doesn't completely flee (not "teehee im behind a building/OOB" flee), without those people needing to explicitly cooperate. Same way it is with tanks, which are not grossly overpowered going on 100 player killstreaks every time that a slightly competent driver and gunner both happen to hop in the same vehicle. And tanks have 2 gunners, that's 3x the teamwork.