Weponds and class
For Battlefield 6, I think explosives need buffs, especially RPGs and grenades. Right now, RPGs only reward direct hits on infantry, and grenades feel too weak unless enemies are already low on health.
Suggestions: (as noted by a pervious player)
For RPG's, add two options for balance.
RPG 1 could have strong splash damage against infantry but deal half damage to tanks.
RPG 2 could keep normal tank damage but have reduced effectiveness against infantry.
Futhermore, grenades need a Increase splash damage to make them more reliable and rewarding in group fights.
Suggestions for class balance:
Class Balance: While Assault has grenade launchers, many players would prefer to see RPGs as a more practical choice. Alternatively, reverting to the BF4 class system could restore clearer roles: Support focused on ammo and suppression, Engineers as the true masters of explosives and vehicle combat. Right now, Support doing both medic and ammo feeLA cluncy, and Engineers should really own the explosive role.
These changes would give engineers more flexibility, make class roles clearer, and improve the overall satisfaction of infantry combat without breaking game balance