Engineer gadgets need a balance adjustment!
As the title says...
I play a ton of engineer and vehicles and I feel like the gadgets are either incredibly strong or weak depending on what you use.
Rocket count needs to be reduced by 2 to incentivise players to flank vehicles, as it stands two shots from an RPG can destroy a tank from the rear which is perfect in my opinion however the fact you can carry 5+1 from overstock is ridiculous and way too spammy when there are usually a third of engineers in any given match. Mines need to be reduced by 1 seeing as 2 of them also destroy a vehicle, however the Anti-Armor training path Extra Rocket perk/benefit should be changed to be a +1 Rocket & +1 Mine instead. This would mean that all mines would benefit from the change meaning you could carry mines and another gadget and still gain something out of your specialty.
I propose you change the numbers to the following:
Anti Armor - Rocket count = 3+1 from overstock.
- Mine count = 3+1 from overstock.
Combat Engineer - Rocket count = 2+1 from overstock.
- Mine count = 2+1 from overstock.
RPG - damage is perfect the way it is.
Stinger - damage needs a buff to 1 shot attack chopper/jets. This is due to below radar actually working in this game, never had an issue evading them in helicopters or jets considering if you fly below radar after being shot by a stinger it looses track anyway so you don't even need your flares to deal with them.
MBT Law - damage buff to help for the lack of weak point damage because it would be super easy to evade with smoke/out repair with engineers with these changes in mind.
Not had a chance to test the Javelin or the guided launcher yet but I would assume they would need tweaking to compliment the changes too. I believe with all of the suggested changes combined arms will truly be in an incredible place for players of all skill levels.
On a side note for some other minor tweaks:
Painted targets don't show incoming rockets? Not sure if this is intended but can be really confusing when you receive damage out of nowhere, would appreciate this being changed to avoid confusion as I hold my flares/thermal smoke until a missile is inbound.
Small arms fire needs to do extremely little to no damage to vehicles, transport jeep and helicopter are prime examples of this. As it stands its really tough to keep them alive as anyone with a trigger can deal damage to them when it should only be focused to launchers, stationary weaponry and gunner seats on vehicles. Sobek City makes this even worse as there is no air resupply on the map at the moment to repair a chunk of health for the transport heli.