Helicopters balance and HQ spawn
Disclaimer: I have hidden the names in the attached screenshots as I was not in anonymous mode and do not want to attract attention towards particular individuals, despite my obvious displeasure for what they have done. I just want the numbers to speak for themselves.
The screenshots were taken from a match of Conquest on Manhattan Bridge, though I have seen similar patterns on other maps.
I want to open up a discussion regarding aerial vehicles and HQ spawns. Too many times have I seen games where aerial vehicles, if their pilots are minimally good, they will singlehandedly dominate the other team while they have no chance to fight back. This is an issue predominantly on maps with attack helicopters and enough vertical obstacles (hills, buildings) that make it impossible to acquire a missile lock and small arms damage does virtually nothing, because the obstacle will impede lock for long enough that the can just stay out of the way long enough for countermeasures to get off cooldown.
While I agree that spawn protection balance is a contentious subject (see: Tanks and invisible wall on Mirak Valley), this is not the same case, as we're talking about a vehicle physically inside (or above) the enemy spawn.
My suggestion: I recommend the C-RAM defending each base from missile attacks targets and attacks enemy aerial vehicles encroaching upon the HQ spawn. Even if balanced so that it's not an insta-kill, it should damage the vehicle enough that it needs to get away and repair, providing respite to the team on the ground and allow them a chance to get out. The current timer-based system is too generous and, especially for helicopters, allows for constant spawn strafe runs well within the 10-seconds timer.
There are obviously other options, such as active or reflective spawn protection, expiring on a timer or if certain actions are taken, but there are pros and cons to each and as such this is my current recommendation.
Please keep discussions civil.