BulletPr0of wrote:Really though? So the Taliban/insurgents who are taking cover inside buildings because of the APCs, SAWs, Tanks, TOWs, HMGs (and now Cobras/Apaches), won't be able to look out of the window because their heads will be ripped off, so after being forced to take cover inside the building and cover the stairs, they soon find that they've wasted their time anyway, because all it takes is a squad with common sense to place C4 on the nearest wall to the cache marker, and its ''GG, next cache''

oh wow.
If you really think that APCs, machine guns, and tows are too hard to destroy, counter, or kill let alone having a direct equivalent available easily to the opfor you must truly be BAD at project reality. For the last time, the reason blufor have superior fire power is because theyre attacking something. Defending something is inherently easier to do, so more firepower is needed for the game to be balanced. NOw maybe it's a bit arrogant to tell you that youre bad for not being able to kill an abrams with your AK, but in my personal experience only the most experienced and skilled crewman are able to operate effectively against opfor teams that arent terrible in insurgency
Armour dies easily to LATs, HATs, bombcars, mines, ieds, stationary AT, and spg techis. Field guns, opfor APCs, and quad cannons are bonuses. Things like emplacements should be ripe mortar targets. I specifically addressed how heavy air assets COULD be balanced, and how not all maps could include such assets. If you noticed, blufor armour dies the moment it gets too close to urban areas, and caches. The only time blufor armour is seen as overpowered is against bad caches. Ill admit caches in the middle of fields and open desert ARE shooting galleries, and ill also say that c4 through walls is a problem too.
Simply put, urban/bunker/fortified caches with lots of building cover, with present and suggested tools for the insurgents are all defensible from armour, and CAS.