Why would I opt for a repair tool when I can take a Stinger or Recoilless and help fight my opponent?
What happens if the opponent is already killed by something else or is out of range? What happens if you have more RPG's than necessary? What happens if the RPG's are CM'd? What happens when you run out of RPG ammo (repair tool has infinite "ammo") The repair tool will still be useful in these situations as healing faster and sooner is virtually always a strong benefit. Another likely yet unconfirmed bonus is potentially being able to repair broken parts that result in systemic affects - we don't know exactly how this will play out though so stay tuned.
Someone is using a repair tool? Just shoot an RPG near the vehicle, they will die.
RPG's don't penetrate through armored vehicles.
Passengers too easily take damage in the transport Heli, only one stinger missile has to hit the Condor and both passengers not in a gunner seat, die
In BF4, to the best of my knowledge, AA missiles did not damage passengers - it only affected the vehicle itself. If you are saying this has changed in 2042 then it might just have been a beta thing that will get changed in release.
Whats the point of repairing transport Heli's if you're that vulnerable and can barely repair them anyway.
- Transport helis can already sponge a lot of damage - They should not be able be repaired via tool mid flight. That should require landing and exit from the vehicle. The advantage of the tool is the same as it is with all other vehicles: You are repairing faster and sooner than you would if you waited for auto repair to kick in. Regarding the Transport heli specifically, its role changes depending on the map. With jets and attack/scout heli on the map the Transport heli is pretty limited to getting a squad from point A to point B quickly - anything else is not really feasible. On maps with less vehicle traffic the Transport Heli can go offensive and be used more aggressively.
By reworking the repair tool so that the amount of damage it repairs over time increases as the player repairs, you effectively restore usefulness to the tool whilst also preventing it from being abused.
- I'm not sure how you arrived at that. True it would prevent someone near death from being able to sponge, but if the vehicle gets about the damage threshold of the enemy weapon then the faster rate kicks in and now you've engaged in damage negation which is a big no no and why the repair tool is set how it is. Healing and Damage dealing should be largely separate affairs with few exceptions.
As it stands right now, most players are going to rock RPG's over any other gadget.
Maybe but maybe not. As of this writing we don't know the full gadget spectrum. Repeating this:
"It's a niche gadget that is great for drivers or passengers, but it is not nor should it be expected to be the dominant choice among gadgets. We have to remember that there will likely be around 10 options for gadgets so assuming even distribution of gadgets among players that would be about 6 per 64 man team. So yes you're likely not going to see a ton of them in the wild, but that does not mean that they are under-powered."
Why would any tank driver or passenger even bother with a repair tool if they can just use a RPG between tank shots?
Exit animations make hopping out of vehicles perilous. I understand that exit animations have been cut or reduced from some vehicles which I think is an exceedingly poor choice, but we know that in the Portal options you can toggle those back on. In any event if you manage to get the shot off you've still got the entry animation which leaves them vulnerable. And again the same issues I mentioned in my first paragraph hold true here. Being able to quickly get back to 100% health allows you to keep your vehicle engaged longer than it would otherwise which translates into more flag caps and more kills and better survivability.
the repair tool's cool down, is dependent on the player having the tool equipped.
I don't recall that being the case but I will take your word for it. That may be a technical limitation to prevent circumventing the cooldown by entering/exiting vehicles or switching weapons. If not, then it should indeed continue cooldown even when not equipped. While it may not be intuitive it is important for balance which I will touch on next (And it's still a lot more intuitive than pumping 30 shells into a tank and seeing it survive):
While we do indeed need to balance among gadgets (and I have been an ENORMOUS proponent of making sure there are no useless gadgets/weapons/upgrades in the game) we also need to look at balance from multiple perspectives similar to how you look at different time frames when doing day trading. The repair tool is unique among gadgets in that unlike everything else, it restores health rather than depletes it (unless you are using it against an enemy). One of the core tenants of semi realistic shooters like this is that restoring health (negating damage) should be at least the same or harder in terms of effort/difficulty as inflicting damage. If we make the repair tool too strong as you are suggesting then we violate this rule and it has a number of negative affects on the gameplay environment:
1) Provides too large a stacking advantage for teamwork such that even players using superior tactics are rendered ineffective next to a blob of players. Teamwork should be valued and rewarded but there are limits. I can't rob a bank with a friend, get caught and say "Well your honor we recognize we did a bad thing but we used a lot of teamwork so if you could just let us be on our way that would be splendid!" - I can't walk into a car dealership with my wife and $20k and ask the dealer to give me a $40k car for $20k because my wife and I earned the money as a team. There are limits
2) It deprives infantry of a cooldown period from constant vehicle attacks. One of the drivers for the supply station healing in BFV was that vehicles could be too dominant and shrug off damage too quickly. With Supply stations not being reimplemented in 2042 we need to ensure that vehicles exercise some cooldown time so they don't become overly dominant (especially give all the extra gadgets that passengers have access to this time around).
3) Results in Negation. Negation is a nasty concept that extends into IRL but we'll stick to its affects in game. Negation occurs, for example, when a player inflicts less than 100 damage and then has that damage quickly negated by virtue of some type of healing. In other words, the penalty of sustaining 90 damage are not commensurate with the effort/value achieved by the attacking player in affecting that damage. Another example was the revive trains in BF1 where you wiped out 5 enemies only to be killed by a medic who undoes all your efforts with some quick syringe jabs (hence the introduction of revive animations to put an end to that nonsense)
Ultimately, I believe your argument falls apart because you've not demonstrated any empathy for the players on the other side of your proposed balance changes. Battlefield is a game of dependencies and a seemingly simple change can have massive ripple affects. I will end by saying that it may become the case that after testing (which we should not be able to perform thanks to Portal) that some vehicles need to have their repair rates adjusted but I believe we need to let the game be released and see how it plays out before making any hasty changes.