Suggestion: Improve Infantry vs Vehicle Balance in Rush Mode
I think there is currently a major balance issue between infantry and vehicles in Rush mode, especially on certain maps and specific phases.
In some situations, it’s unclear why one team has access to vehicles, while in other cases you wonder why it’s not the other team — or even why both teams don’t have any.
For example:
On Operation Firestorm, the attacking team starts with a tank but no light vehicles, even though there is a long distance to cover on foot. Having bikes, ATVs, light armored vehicles, or even an IFV instead of a tank could allow for more tactical options.
On Siege of Cairo, the attacking team has access to an IFV. If a skilled player uses it and the defending team lacks engineers, matches can end very quickly. I’ve personally seen games last only 6 to 8 minutes because of this.
I’m not against vehicles in Rush — they are part of Battlefield’s identity — but I think their balance and distribution need to be better adjusted.
In my opinion:
Vehicle availability should be better tested for each phase
Light vehicles should be prioritized for mobility and tactical play
Heavier vehicles like tanks and IFVs should be used more carefully
And not every map or phase necessarily needs vehicles
The goal would be to:
Improve match balance
Avoid extremely short or one-sided games
Encourage more tactical and enjoyable gameplay
What do you think? Have you noticed similar balance issues in Rush mode?