(Tonns of ideas there in the topic as a signal class is useless)
- Thermal vision with battery for exo helmet (one class that has thermal on night maps, also with any weapon on day maps), improved thermal for night maps.
- Heavy miniguns with 40+ damage and lots of ammo (100/200) per mag, fast flying speed of the bullet. Idea - playing as sniper from long distance, but long preparation like bipod, prone state, etc. Exo armor works great where enemy hits you 1-2 times from spread, going close combat should be mistake, like now. But now long combat is not possible at all, middle range - guess yes, but 30 damage is not enough, you damage lots of people, but kill 1-2 per 20 damaged guys.
- Less receiving damage from pistols/9mm ammo like IRL, where small bullets does more damage, but cant penetrate armor at all. Easy to die if enemy has AR, but very protected vs Vector/MP5/UMP.
- Dropping ammopacks that is not "ammo bags". Resupply mates immediately or drop "fast pickup" box that immediate resupply all empty mags of the person. One click to pickup, dont waste time, dont share the box with mates, just like "hey, take this!". This feature also about "your actor by default has 4 mags, and i give you ammopack, and now you have 8 mags from start"
- Reloading heavy rocket launchers like Carl Gustav, disabling reload time at all. Of course you play in pair with engineer with that "gustav".
- Also i imagine that RPG with less rockets and reloading is available on captured points in crates. And yes, the support could reload you on battlefield.
- Immediate building is a bug-fix and should be removed.
- Remove vertical recoil with bipod. Also remove possibility of moving with bipod until you have it deployed. Should be "allowed degree" as more "understable" feature
- Special heavy weapons that could be used in pairs / or deployable turrets. Drop the crate, build it and it becomes to turret with 1-2 seats.