Title: Game Feedback
Dear developers,
I’ve been following discussions on the forums and I’d like to share some feedback regarding vehicle and infantry balance. I’ve posted this idea on the forum and hope you can take a look.
I’ve noticed you’ve tweaked vehicles repeatedly, yet the core imbalance between infantry and vehicles still hasn’t been resolved. The root issue lies in the hit-and-run regenerative playstyle of vehicles, which has never been fundamentally addressed. The recent update preventing vehicles from healing while in combat has eased this somewhat, but it is not enough.
What do I mean by hit-and-run regeneration? A full-health vehicle charges into combat, gets a few quick kills, takes some damage along the way, and still retains full mobility. It then withdraws to a safe rear area to repair and heal, repeating the cycle. This leaves anti-vehicle infantry feeling hopeless. They risk their lives just to chip away at a vehicle, with little meaningful impact on the fight. The trade ratio heavily favors vehicles; they only lose health that can be quickly restored.
Under this system, nerfing vehicle mobility, reducing firepower, or buffing anti-vehicle gadget damage will never fix the core problem. It only makes vehicles get fewer kills while using this hit-and-run strategy. The fundamental flaw is that vehicles have no way to lose mobility when struck, leaving no counterplay window for infantry.
If vehicles could suddenly lose mobility for a short window while assaulting, this fast in-and-out regenerative tactic would be reined in, and balance would improve.
In my opinion, Battlefield V came closest to getting infantry and vehicle balance right with this design philosophy. Unfortunately, its design loop was never fully completed — the anti-vehicle mortar was never added, which pushed most vehicles to camp as static gun platforms instead. It was a real shame.
Vehicles fear raw firepower far less than suddenly losing mobility mid-fight; that is what truly threatens them. I understand the concern that this design might turn vehicles into stationary emplacements, like what happened in BFV. This can be avoided simply by giving that anti-vehicle mortar a HEAT round. That would force vehicles to keep moving instead of camping.
Engineers’ long-range anti-vehicle gadgets should be reworked. Long-range anti-vehicle fire should **bleep** a vehicle rather than destroy it outright. Infantry would disable mobility from afar, then close in with other gadgets to finish the kill. The window of opportunity would be brief, but the gameplay would feel rewarding and satisfying. While immobilized, vehicle crews could deploy smoke, perform quick repairs, activate APS and other defensive tools to survive or fight back. This creates fair, back-and-forth counterplay.
There is also the balance issue for air vehicles. They rely on this exact same hit-and-run regenerative playstyle. Adjusting their weapon damage will never solve the root imbalance either. They dive low to strafe infantry, then pull away rapidly, with no risk of sudden loss of thrust. Infantry get no reliable window to retaliate.
I suggest bringing back something similar to Battlefield 4’s anti-air mines. They do not need high raw damage. Their main effect should be to briefly disable flight mobility or make the aircraft spin uncontrollably for a few seconds on hit, opening a window for ground troops to engage. This would stop low-flying air vehicles from freely massacring infantry. Pilots would need to scan for ground anti-air mines and plan their attack runs carefully before strafing.