Steel Beasts's wiki has much more extensive information and some neat photos to go along with it:
M2A2 - SBWiki
The TOW is controlled by the gunner, so raising and lowering is manually done, the TC has the ability to sever the TOW wire midflight in order to immediately change off to something else and engage a more pressing target/back into cover, and laser ranging in TOW mode will be inaccurate due to the LRF point not being mapped on the TOW reticle.
Basically the Bradley is an M242 equipped cannon first, and then a TOW vehicle second. Yes, your TOWs will kill tanks. No, you are not going to be able to get into a shooting match and expect to win. The Bradley is a TD against tanks, with a handy cannon to defeat anything else it runs into on the battlefield.
It just bugs me that in PR they nerfed the TOWs much much harder than they should've. IRL the TOW missile should be very slow, but dead accurate and anything short of a hit to the turret front and mantlet should either kill an MBT outright or hurt it bad.
PR: BF2 has serious, SERIOUS issues when it comes to AFV armor matchups that destroy the AFV vs AFV combat. AFV vs. infantry is less of a big deal, but mounted ATGMs are too hard to defeat in PR when IRL it is possible to see the smoke trail and the launch signature and begin suppression of the ATGM team to make them stop engagement and start running instead, but in PR the ATGMs fly far too quickly to do any sort of suppression unless you've already stopped and drawn your bead on the enemy ATGM team. ATGMs need to have their speeds slowed down to take as long as 15 seconds to reach the target at about 800-1000m. If IRL ATGMs reached max engagement range in sub-5 seconds, there would be no attempts at trying to engage ATGM teams once the missile has been fired and much more reliance upon armor systems to protect the vehicle. If tanks IRL couldn't take a TOW to the front turret without said turret flying into the air there would be far more dead tankers.
Basically, my suggestion is to revise the damage done to areas of IFVs and MBTs, fix the ATGM flight time, either by slowing it down immensely, or through missile acceleration and have the acceleration to IRL velocities take 1000m of flight time of the missile in game. ATGM carriers need to have it so that crawling along at very low speeds should keep the ATGMs deployed without having to wait to fire once stopped. We probably can't implement manual ATGM stowage/readying so we should implement behavior that models IRL procedures.
I'm just going to wait for PR2 for a proper implementation of AFV warfare.