1) Take away SL's laser marker and replace it with zoomable binocs
Makes SL a little bit more leader than soldier. SL should lead the squad, give targets, prioritize them and make build decicions (in co. with CO). SL shouldn't be the person who tries to laser mark tanks or apcs for CAS aircraft. Replacing the laser marker with binocs should not limit SL's capability to zoom in to distant targets, thus new pair of binoculars would need to be intoduced. I think this could be done quite easily by using the same model and only tuning the .con files
2) Make engineer responsible for big demolish and repair operations.
I know, this subject is soon discussed to death, but IMHO engineer is primarily a builder/repairer/demolisher and engi's kit load out should reflect this task. Engineer should have place for C4 in the invertory, but if possible, the actual stock of C4 could be empty. Thus, engineer would need to reload explosives from ammo crate or similar before going for big boom.
The eternal issue with engineers trying to C4 a tank or FoB could be addressed with very long delay before C4 could be detonated (simulating the need to make all the wirings).
Other method could be, again if possible, to give engineer several little pieces of explosives instead of one big chunk of C4. These smaller pieces should all be placed in the same area before they could be detonated. This combined with long draw times would make run-and-boom tactics impossible, but retain engineer's capability to blow up big targets.
Third way to accomplish the same effect could be deployable explosives which would need demolish request, acceptance from SL or CO and some supplies nearby. Natrurally this deployed explosive would need some shoveling or wrenching before it could be detonated.
Remove rope. Engineer will build ladders if an obstacle is too high to jump over
No opinion on shotty.
3) Adjust spec-op to be more like spec-op
This kit should be tuned more to reconnaissance/elite soldier direction than it's today. Spec-op should be the only one with laser marker, because that job requires operating in hostile areas and/or climbing rooftops to get decent lock-on. Also, if regular troops needs roof access, they should request a spec-op to help them. Other possible abilities for spec-op would be sending contact reports and marking aircrafts etc. Maybe suppressed primary weapon too.
4) Sniper is primarly a shooter, not a scout
What snipers can't do with their rifle ingame what they can and will do in real life? Yes, anti-material shots. Sniper rifle should be more powerful against certain targets. Such as forward outposts, deployable AA, light vehicles, explosives and rally points. Sniper should be able to shoot the radio on FoB and take it down that way. The same applies to AA, one (or couple) of good hit to control unit shold render AA unusable. And so on. This would (hopefully) reduce hill top camping and make sniper to stay more close to other squad members. Sniper kit ammo could also be reduced to make sniper more dependent on other squad members.



