Vehicle balance issues with mines and launchers
I’ve been playing a lot of vehicles mainly tanks AA and the VCI and right now the balance feels really off in a few key areas. Land mines: Every soldier can place around 3 to 5 of them and they’re almost an instant kill for any vehicle. Even when you drive carefully it’s nearly impossible to spot them. For light vehicles it’s a one hit kill and for heavy tanks it usually takes only two mines if your health is full. It’s way too punishing especially considering how invisible they are on most terrain. TBP-LAW launcher: This launcher is basically a free fast firing RPG. You can shoot three rockets very quickly with almost no cooldown and you don’t even have to aim precisely just strafe and shoot. It locks onto vehicles so aggressively that dodging is almost impossible. Since it’s the default launcher for the engineer class everyone has it and just two infantry players can destroy a full health tank in seconds. The projectile tracking is extreme and feels unfair for vehicle players. Standard RPG launcher: Even the regular RPG fires way too fast right now. The reload and rate of fire make it feel closer to an automatic launcher than a heavy anti vehicle weapon. Together with the TBP-LAW vehicles don’t stand a chance against coordinated infantry. Both of these mechanics make vehicle gameplay extremely frustrating right now. Mines need visibility or reduced damage and both the TBP-LAW and the RPG should have slower reloads fewer shots or weaker tracking. Thanks for reading hope the devs can review this for the next balance update.