Unless Vehicle Damage becomes hideously overpowered, it will never trump repair upgrade and ammo boxes, or any of the grenadier skills. I'd imagine it going as high as 0.33. (I suppose there are some rare circumstances where you don't need–or, rather, don't want–to use any other skills/abilities.) It doesn't really help that the other classes have a supplementary use if they get out of the vehicle (repair/mines/sabotage), but the rifleman's weapons are completely redundant. The first two are perfectly acceptable, unless you're trying to pass off the characters as culturally American. And if you ARE, it shouldn't have been written that way to begin with. On the other hand, Australian authors must be impossibly lazy. Find -> Replace. Also, MM/DD/YY is simply to stuff it to the brits. It's a tradition. Not that anyone goes to the effort anymore. It's all about the Canadians, now, as if they ever did anything to us worth mentioning.
Or they could be clumped together in a 'vehicle-driving' class, like the grenadier. Splitting all of the vehicle skills between all of the classes ensures that some of those skills will never, ever be used.
i thought about a vehicle driver class a lot too, but i came to the conclusion that its not good choice. i dont think that classes should be that "limited". id rather move all the vehicle skills to general (but only if defusal gets reworked). if you want to limit yourself that much, your choice then ...
Increase also the vehicle ammo if this can be done from server side. This will help the other classes beside engineer to drive tanks.
It was delayed so it should be starting in about 11 hours (11 AM pst) unless i have gotten confused with the time zones.
in about 11 hours?!?!?! thats like 2 in the morning here. edit: You were confused its 11 PM so it will be 2 in the afternoon.