Good Morning team!
Thanks again for doing these weekly discussions. My opinion on the Engineer's balance is... Well... colorful.
First, the Engineer went from one of the most viable and versitle classes, to an absolute necessity now. Due to the fact that the vehicles are now nearly invincible, teams are overwhelmingly flooded with engineers to counter them. This creates an uneven flow on the battlefield, because why should a player play any other class, if they're being forced to counter the one tank or helicopter that is now impossible to kill?
I do like the vehicles healing to full health, but I did feel that the segmented system that was in place prior was a more balanced system. As a compromise, I suggest that vehicles that cannot be repaired while in operation should not have this ability. Helicopters should not be able to hide behind a mountain for 15 seconds, regain their flares and health, and come back to the fight re-armed and ready. It is unbalanced, and unfair. I watched a pilot go 158-0 yesterday, because he was exploiting these exact mechanics. It's no longer an example of "get gud scrub", its now learning how to fight against players who are exploiting the system of "balance" you have created. A fair compromise would be to return the air vehicles to the segmented health system, making each hit from a launcher decrease the amount of health available for repair, forcing them to play a more reserved play style.
Removing the compounding repairs from multiple engineers feels wrong and unbalanced. It feels as though the Engineer's repair tool is no longer needed to repair vehicles, because they can just run away and heal to full health. A group of engineers no longer focus on healing friendly vehicles, because they are too busy firing off their severely underpowered launchers at enemy vehicles.
Removing the launchers ability to **bleep** tanks with critical hits also allows for unfair exploitation. I agree with the idea that rockets should not stop a tank dead in its tracks, but it should severely hinder its movement. The launchers lockon times overall are too long, and do not allow for fair vehicle play. The launchers are no longer able to lock on to any laser designated targets, which defeats the purpose of laser designation. The only advantage to laser designating targets is allowing the AA weapons to fire well below radar and still get kills on air vehicles.
The SMGs still out class most of their counterparts at range. While they are less utilized now with the recoil balance update, they are still overutilized. "Balance" in a video game means that all weapons should be viable options, removing a "meta" and encouraging player freedom to run what they want.
I've already discussed my opinion and suggestions regarding vehicle balance in another post, but please guys. Please fix the launchers, and re-balance the engineer.
Thanks for the hard work and I hope someone from the team sees this!