Aim-guided missiles need toning down
Currently, if a player decides to keep the airspace clear using aim-guided missiles, the map pretty much becomes a no-fly zone for the other team. These missiles are
- Too fast, making them easy to use and very hard to run away from
- Too responsive, able to snap to your crosshair very quickly
- Have infinite range so you can't even keep a safe distance
- Can't see it coming, can't hear it coming, can't know it's coming (no indicator of any sort)
So in a helicopter, in addition to the AA tank, stingers, getting painted, static AA emplacements, jets killing you in a second, infantry taking pod shots at you with RPGs, machine guns of any kind shooting at you; you have to watch out for MBTs, Bradleys, Attack Helis, and Stationary TOW emplacements shooting extremely accurate missiles at you. The former are fine and is needed for balance, kills with the latter should only be rewarded to the skilled players (like in past games).
Was playing conquest Operation Firestorm, one guy was sitting on the mountain with an MBT, sniping every vehicle (both ground and air) and was unkillable. He went 49-0 by the end. Jets aren't safe either. On liberation Peak conquest, I was in the Attack Jet and got TOW missile'd from a Bradley 3 times while I free looking on near max speed.
Even myself, who could never make these aim-guided missiles work throughout the franchise, probably got like 10 kills total with these across every battlefield game. Here? It's 1 month after release and I probably racked up like 50 kills already just by occasionally shooting at aircraft close to me (so I wasn't even base camping).
Don't even get me started on the transport chopper. Since it's extremely slow, I haven't flown or been in a transport heli that survived for more than 2 minutes (except on Manhattan Bridge). The tradeoff? You can withstand an extra rocket. Hooray...
It's just not fun instantly dying to something across the other side of the map without warning.