1.Make practicall defensing FBs.
2.RP are not far away from battlezone bechind enemy lines.
3.RPs aren't stationar respawn.
4.s.TOW, and AA are to defend, not rapping enemy main and roads from them.
5.s.TOW are anty vechicle, not anty inf.
In 0.8-- it was:
1.RP are hided stationar spawn only for one SQ that can be placed everywhere.
2.FB are hided stationar spawn for wchole team.
Now its:
1.Much of hidded FBs. Beter idee is to hide 3, then defend one.
2.TOWs raping roads.
3.RPs are used only at the begin of rund, rest are FBs.
AssaultFB
Only one FB on map, and we can build them like in 0.9 but no TOW, AA.
1.Easier to get overun then defence one.
DefenceFB
Can be builded witchout limitation but only one for flag, and only on cap zone of capped flag.
1.Two crates needed.
2.Every assests like now close to FB.
RP
1.RP can be placed like now, and in first min working like in 0.9.
2.They aren't dissapearing after first min only if ther is FB close.
3.If someone destroyed FB close to RPs, and there are no other FBs close then RPs are dissapearing.
4.In first min RP can get overun like in 0.9, after this they can get overun like in 0.8
After first min
5.RPs are for SQ respawn(no stationar spawn for single solidier). So its my proposition how to do it:
5.1.Only SL can respawn on RP
5.2.After respawn of SL RP is dissapearing(but SL is have new one to place)
5.3.In first min after SL respawned, SMs can spawn on him. But SL can get overun on this spawn like RP from 0.9.
TOW limitation suggestion
Problems witch TOW shooting to inf is in unlimited ammo for him.
1.My proposition is to limited it like kits(if we shoot only big toys then 10 is enougcht).
2.After it done big boom we can't take what left and build new one(when sometching destroyed it, its dissapearing).

3.Make s.TOW have the some strong as others TOWs. Becouse on small maps we have ussually only APCs(one rocket, and problem just done boom), big maps are made for vechicles to dominate not for TOWs to rape them.

