Hmm, researchable guns for players should be a must as it will depend on the commander a lot just for his team to be properly armed. Maybe a new building that allow's players to use it and exchange their weapons for different ones, thus removing the barrack use to change weapon in the class? The barrack is still required to change to other classes but with a weaponry building, you can change your weapon without changing classes. It should be a smaller building so it would seem portable to the armory you get.
mines for stickies = win sometimes, mines are just... boring. stickies let you get into the action better. or maybe you can drop the mines for a weapon like the m1 carbine in DoD? (bazooka man secondary weapon)
Spider mines? They run at nearest enemy vehicles that goes near them, and also infantries? These may be too cheap though... And people would flame that it is ripped from starcraft... Hey can we reuse the hopper mines for anti-infantries? Just make them a bit smaller and won't activate on allies.
I didn't read any of this thread. Seemed redundant. If you want grens to be effective against heavies but no overpowered early game, make their attacks Armor Piercing like sticky grenades. takes 5 shots to kill any tank, because it only does 20 damage to the hull or something like that.
any less and you might as well decon the vehicle. vehicles have a base hp of 100 right? maybe make it 19 so that it needs that extra hit to kill it.
Just to bring some life back to this subject, I think it could use a little more discussion: as well as being weak, it should also have a point of origin force and radius, as well as small damage. So that when you fire it, there is a small explosion that blows you backwards like you just got hit by a cannon shell.
Rock Paper Scissors thinking: rifleman>grenadier>tank. Tank beats infantry, who beats anti armor, who beats armor, who beats infantry, and so on. Currently, grenadiers are good against EVERYTHING more or less, and the only 2 worthwhile classes currently are are engi and gren. Maby a class that deals more with buffs/debuffs (like raising a units stamina limit for 10 seconds or making him less injured for bullets for 5 seconds).
I don't get why people see this game as unbalanced. It's great as it is and only a few changes could make the game more balanced than it already is. Make rocket launchers more powerful against infantry, mortars a bit nerfed (10 dmg?). It's embarassing sometimes how the rocket launcher does minimal damage when it lands beside someone.
Lets write it off as the way shaped charge detonaters work, all the blast damage is directly foreward.
The RPG gets a bit better if you practice with its guided abilities. It's always fun to use + armor sense to hit a tank in the ass when they think they've rotated to keep their damaged side safe.
I can use the RPGs guided capabilities, and they really don't do much. Upgraded RPGs should increase the turn rate.