I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.
The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I'm a fan of games with multi-crew vehicles, like ARMA and Red Orchestra. It would be so cool if you could have a driver, gunner, and tertiary gunner on an MBT. Heck, Harassers have a dedicated driver and dedicated gunner, but an MBT doesn't? Harasser supports team play and communication more than an MBT, good joke? Hell, I've seen sunderers driving around basically doing what harassers were made to do but with two gunners and more armor they are actually much tougher to deal with.
One thing somebody had brought up once in-game that I kinda agree on is the resource system. Right now you can store 40 frag grenades in your locker (or whatever you wish to call it) instead of buying them each time you spawn or use them. This makes resources less important since it's unlikely you're going to spend resources fast enough for you to actually run out of frag grenades entirely, or even C4 for that matter and those are 100 resources per brick. This makes holding certain bases that give certain resources much less meaningful. If anything, holding certain bases should effect the
cap on certain resources that you can have at any time.
I would like to say that each base could have their own resource pool so pulling 10 tanks from the same base would drain resources from that point... but... that could easily be trolled/4th-factioned.
I'd also like to point out something about rocket launchers in reality compared to the dumbfires in-game, just for fun (and then I turn it into a mini rant naturally). The MAAWS (or Carl Gustav) has a muzzle velocity of over 230m/s while launchers in Planetside 2 travel about 100m/s. I'm not saying that they should travel faster, though, I'm saying that they should be 'zeroed', or at least have some
proper ironsights or even optics to let you compensate for ballistic drop more properly.
Obviously it doesn't have to be that complicated, but it's better than just a block and a post. I actually have to aim using the little screw on the texture below the actual sight itself, and that obstructs the target and is bad design for a sight in general. Hell, give us a
ladder sight and I'll be happy. It could even be something you cert into like the optics on other guns.
SOE, zero your weapons to at least 50 meters please.
On another tangent, make dot sights actually function like collimator sights in reality, or at least make the 'laser dot' actually show up correctly instead of a dark circle that has no illumination. It's been a while since I've used ironsights in the game but I remember that they have those illuminated ironsights like you'll find on many modern pistols/Trijicon, they could use the same technique on their illuminated optics to give the same effect. Sorry if I come off a bit as a gun nut, cause I kinda am... and in a game about guns shooting the mans, guns are pretty important to do right, not necessarily in an entirely realistic way but in a way that makes sense.
EDIT: oddly enough, the 1x and 2x Eotech sights feature illuminated reticuled but the 'aimpoint' style 3.4x sight does not.