The new alert system probably means there's going to be even less alerts unless people are completely not paying attention. To begin with alerts were nothing more than something to give people a common goal to ensure large battles on specific continents or base types, so they were inconsequential. Then continent locking came along and they actually meant something. Now it's more of a 'hey dumb shit, these guys are going to conquer this continent if you let them'.
The launcher changes are interesting, less rocket primaries, maybe? Honestly I'd like to see a rocket launcher that has an even bigger blast radius but no 1 shot kill potential, for those situations where you know a group of people are just camping a spot that's difficult to land grenades at. But then people would probably end up spamming that even more than current launchers since rocket ammo does not cost nanites.
Speaking of launchers, I got the anti-air lockon for 250 certs (I didn't know it was that cheap) and... well, I like it. It has a functional optic that doesn't piss me off and I can dumbfire it to engage tanks possibly even easier than with the default dumbfire rockets (and even more easily than the Decimator; I mentioned in another post but I have to use the little screw thing below the sight to aim and it obscures my target so it's a lot of guesswork, or use the hipfire crosshairs and quicksight with it).
Healing grenades are really cheap now, wonder if we'll see people using them more. I honestly think they need a buff, perhaps lasting for a longer period of time. What I'm curious about is why the sunder is so cheap considering the potential for battle sundies. In the old days a whole squad would roll in a sundy and whenever they engaged a tank ~9 Heavy Assaults would pop out of the sundy's ass and annihilate the tank with a mass of rockets.
The worst part is that it makes protecting a deployed sunderer a completely brainless activity.
One of the main problems with sundy defense is how brainless everyone is to begin with, which is why they were so easy to explode. The main thing this is supposed to be fixing is random engies dropping from the sky from their ESFs and dropping a bunch of mines while nobody tries to stop him, then blowing the sundy up. Also stopping jihad flashes etc. The goal is to prevent a single person from blowing sundies up. We'll see just how it actually pans out...
Then again, if you only bring one AMS to a fight you're asking for trouble before you've even started...
I've contemplated AMS placement a bit, and notice many people like to put them right up against walls where people can drop C4 directly from above or sprinkle some fairy dust on it. I wonder if it'd be at all viable to place sundies a bit further away from walls so that C4 fairies will have a harder time reaching it and only leave dumbfire attacks viable, which deal less burst damage. It'd force reinforcements to likely have to go through open ground to reach the defenders though...