Another list of feedback from one of the game's biggest fans.

The latest patch introduced some better
protection for soldiers in jeeps. Unfortunately, I feel this protection is now TOO good. Ever time a grenade explodes next to a fully manned jeep it only damages the jeep and its occupants remain unscathed. Before the patch it would kill anyone in the blast radius, even jeep occupants. I personally prefer this.
Barricades: I love that soldiers can now also use these, and the AI places them quite strategically too! Very happy with this change. It would be nice, however, if the AI wouldn't wait with placing a barrier until it saw an enemy (or whatever combat-related thing triggers it) but actually placed it in non-combat situations too, like when defending a location far behind enemy lines. I don't know if this is possible to program (big maps might cause a problem) but it would be thematically interesting.
A second point regarding barricades is the fact that damaging an enemy's barricades awards RP (or was it XP?) while destroying one of your own doesn't. Since identifying barricades as belonging to one faction or another has been disabled it's hard to tell which you can destroy for a few extra points and which you can't. My suggestion would be to disable points for barricades all together, since thematically an enemy's barricades can easily become your own if you push your enemy back. This brings me to my next point.
Damaging and destroying enemy vehicles awards points. When these vehicles are occupied, or are behind enemy lines it would make sense to destroy these and thus it makes sense to get points for them. However, destroying an enemy transport that's been parked behind your own lines for some time should not give points in my opinion, as it thematically makes no sense to destroy enemy equipment that has fallen into your hands if you can also use it.
Mortars are still pretty bad for what they're worth. I suggest increasing either 1) accuracy, 2) projectile speed or 3) rate of fire to make it a bit more interesting for 300 RP. Alternatively you could lower the price of course, but my preference would go to one of the first three suggestions.
Weapon balancing hasn't been a point in one of my posts since the faction-specific weapons patch that landed somewhere in 2013. I have a few points I'd like to raise, though it should be noted that some of my points might be very subjective. I'd love to hear what others think too.
Sniper rifles: The Green and Grey rifles are alright. They shine in accuracy and range but nothing else, as a sniper rifle should. But the Brown rifle (the famous Dragunov) is exceptionally flexible. This weapon is the main reason why I asked for a Brown and Grey campaign mode. As with the other rifles it's best used lying down, but the Dragunov has the added bonus of being semi-automatic AND re-focusing faster after a shot. This already makes it more lethal than its Green and Grey counterparts. It also reloads fast (faster than the others, I think?) and is not terrible at closer range either, as long as you make your shots count. It's a lot of fun playing with it but I fear it's just too good in comparison.
Assault rifles: The G36 and M16 are very similar, but I get the feeling the AK lags behind when it comes to accuracy. My least favorite assault rifle of the three.
Special weapons: The Famas' forced triple shot setting is also what put me off the M16 back when we didn't have faction-specific weapons yet. The first shot is nice and accurate but the other two shots only serve to make you wait longer between shots because you have to wait to the crosshairs to reset to something more manageable. I'd prefer a G36 or M16 over the Famas in any situation, so I'm not sure why the Famas has the price tag that it does.
Shotguns: Never liked them in RWR, probably never will. I've had plenty of fun with the (semi-)automatic Benelli and AA shotguns but the Pepperdust (though fun at times) and the three regular ones are just plain awful. The only use I see for them is for close range, and since not a single level is purely urban fighting it's never an option to play a whole match with a shotgun. Assault rifles are just far too flexible at any range to consider ever using a shotgun. I mean a sniper rifle at least has long range as a bonus but aside from that I'd pick an assault rifle any day.
I feel grenades are perfectly balanced right now, though I must say that I've died far too often from trying to throw an
impact grenade from behind cover. It instantly collides with the cover or vehicle you're behind and explodes the moment you hit the button. I would prefer it if they weren't armed until the moment they leave your character's hand, rather than from the moment you draw it.
The
Grenade Launcher is nicely balanced now. It's a great weapon in specific situations but its cost reflects this nicely. I did notice that the smoke trail now ends shortly before it hits the ground, not sure if this is intentional. I preferred the old graphics settings for the weapon.
I really like the new elite soldiers. They give me a good excuse to run after them with a medkit at rank 0, as they are bound to go down at some point and are worth reviving. And if not, well hey, free RP and a rare weapon!
Finally, in Moorland Trenches I feel it's too easy to disable a radio tower whenever it spawns at the Airport. It's 'guarded' but nine out of ten times there will be no soldiers on the roof with it. You can just use the stairs on the south east side of the complex, sneak to the Armory for some C4 and leisurely set and detonate it. I recommend either letting guarding AI stay closer to radio towers OR move this particular radio tower down to the ground floor as a (temporary?) fix.