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  1. I don't know what is wrong with the game, it could be the fact that tanks have been rendered useless with rpg spam, mines, and airstrikes/artillery, but in most matches I play now, my team is doing very well, and is well ahead of the other team, until about 25 minutes left of game time, then the enemy team starts spamming strikes, and simply dominating, and no matter what my team tries, the other team is simply capping faster and holding more objective. It may be due to some squads not doing what they are suppose to and letting down their other teammates, I don't know. Perhaps the game needs a team balancing feature, or a rework on strikes because I think they take away from skill and tactical based gameplay, I just don't enjoy the game as much anymore. It is not because I am not doing well, I easily place top of the board with over 20k score, but in the end, the matches feel rough and lack fluidity. About half way into the game around 2500 score, it's mostly a defending game, running back and forth between your objectives because 1 or 2 enemies are trying to cap them alone. And something needs to be done about Tanks and how their threat level has deteriorated, offensively they work fine, but defensively they have become very week. RPGs are already a huge threatto them, one man can easily take down a tank by sneaking around corners and shooting at its bumper, but C4, mines, have also become very effective, if you factor in the optics can also easily be destroyed, tanks have become very weak overall. They went from holding their own and providing enough support to help their team hold a position, which a skilled tanker should be able to do, to be effortlessly bullied and forced off objective with their optics shot and RPG spammed. Perhaps better smoke grenades is needed, since the tank smoke grenades are an inferior version of infantry smoke grenades. I don't want tanks to be one man armies and just going around and looking for easy kills, this would take away from the skill/strategy based gameplay. However, in their current state I can say they are far worse, something in between would give a better experience. Suggestions: When capping and enemy objective, it takes much longer than capping a neutral objective, I remember in Battlefield games, you would have to neutralize the objective before making it your own, it would effectively take twice as long to capture an enemy point. I think this is a huge problem right now, because a solid team would be advancing after capturing 2 objectives, but immediately the enemies would be directly behind them, such as A1 on Warsaw, as well as flank spawns which are imbalanced on most maps. It forces the teams to constantly run back and forth, sometimes I don't know if I should defend or continue advancing, since I don't know what the other squads are doing, it causes alot of confusion and "strategy" simply doesn't work as either decision ends with being finessed by the enemy team, you lose your objectives while advancing to take their objectives, it's just a circle of chaos. I think it would help if as squad leader, I knew what the other squads were doing, so I can plan my next attack/defensive. Airstrikes/Artillery, very annoying, perhaps airstrikes can become an overall squad command, executed by the leader, it would cost a sum of the overall squads score and it would be very effective and strategic, whereas right now all we have is spam. Is the enemy team already capturing your last captured point? Good, then spam artillery until we have the time to go and defend the point... It's not a fun gameplay feature, it is just tedious and annoying. Having it be squad based and much more expensive, would make it less and more strategically, not spammed continually. Guns/Recoil: I know the current recoil system was done to force burst firing, but in honestly I never had a problem not burst firing, people were already bursting past 50-60 meters, which is realistic enough. Instead weapons feel very inconsistent, and you will sometimes find a sweetspot, like right now the G36 has become top tier, accuracy, recoil and rate of fire, making it miles ahead of most other ARs. The recoil system we have before was much more favorable, as most people I have talked to have agreed. Armor: The change in the armor system didn't do anything fruitful, it has become very hard to equip the heaviest steel armor, you can maybe run an smg if you try to equip it, while nothing else works. I think armor should belong to class, AR-Medic class should have light armor, AR-Ammo should have the option to get medium armor, Snipers and LMGs should be able to equip the heaviest armor, to prohibit this aggressive sniper bs, and have them focusing medium-longe range instead of 1 shotting you in hip fire like you see in TDM, and LMG's should be encouraged to prone more and I know the true LMG players to prone, but it should be more fluid in being a wide open target with heavy armor, tanking damage and laying down 100s of rounds either attacking or defensive objectives, this should also help mounting the bipod on any flat surface. These are all things that should really be no brainers in smoothing out the gameplay. Maybe there should be classes, I know devs don't want that from the launch, but perhaps we need it, classic BF types of classes, so each squad gets one or is encouraged to get one, instead of 5 dudes with med kit and AR, or 5 dudes with ammo pack and PKM. Also the guys that equip Sniper and AR should have some type of penalty besides speed, perhaps they are slow and have the lightest armor at the cost of being able to engage at all ranges. Perhaps no more than 2 of the same types of specialization in a squad, so if 2 already have med kit, the others have to choose something else. Also, the armor plate should cover the entire torso, no more gut shots please. Either use armor piercing for the chest, or aim for the head. Tank Squad: I was also considering a specialized tank-expert squad, which will be automatically assigned at the start when the first player gets one of the stock tanks, his team will be assigned with following the tank driver, giving it backup, fending off RPG spammers and helping it capture/defend points. This would be easier to do when the player cap is increased to 40, you will have 3 regular squads and one specialized tank squad, and the tank squad should have an increased ability to repair the tank and resupply it some ammo. I normally have trouble when I am a tank and my team has capped all the objective on the outside and I am also squad leader, I cannot reach the objectives inside structures, so instead I would be happier if my squad followed me outside the structures and helped to look out for enemy team attacking outside objectives. Alternatively, if a team is losing badly with over 1000 points behind, perhaps they can be given tanks in flank spawn, to try and win back some objectives. Anyways, I hope some of these things are considered or devs have much better ideas that they have planned all along. I know the focus is on upgrading engine, reworking animations, and preparing for free-weekends, these things must be fixed to bring this game into a positive light. It is already a good game, but I don't play it seriously, and you can't, half the time it feels like something is wrong or not working as intended.
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