Of course the Officer gets used less than other kits due to its nature of only being open to squad leaders. However, the fact that one of its strong points , the UAV Locater Box, is readily available to the Trooper class(the UAV Droid) pushes it towards redundancy. The Locater Box may have a larger radius, but it doesnt have the longevity of the Trooper's UAV Droid , aswell as the fact the UAV droid's radar follows you - whereas the Locater Box effect is stationary.
Personally, I love the Locater Box as it is, and I often play as an Officer, but even I find myself ordering my squad about as a trooper , using the UAV droid - knowing that many of my squad will be doing the same , giving us a large radar outlook. Not tomention that using the UAV droid is a drop and forget tool - meaning I can concentrate on killing, rather than risking death and switching to the Officers Locater Box.
. I think the UAV droid of the trooper class needs to either a.) go entirely, or , preferably, b.) made so it can only be used if you are in a larger squad. I'd also limit the amount of Trooper homing beacons to 2 (I believe it is 3 atm)
Another thing worth mentioning , in regards to redundancies of the Officer class, is the Spawn Beacon. Sure, it is an advantage, but the fact you can spawn directly on your squad leader, regardless of what class he is, hinders the Officer somewhat(since the trooper has more firepower ). This isnt as big a problem, in my eyes, as the UAV tho.
An important aspect also to consider is stats. Make Officer kits more enticing to Stat centred people by increasing the amount of stat points the Officer gets for its duties. Ideally, Id like to see the top ten leaderboard be made up of mostly Officers since these are the people who are leading the battles... this is what I envisioned when I proposed the Officer squad leader class in the 1st place. This is supposed to be a teamwork orientated game afterall, which , for the most part , it is.... but it is sometimes overshadowed by some redundancies, as mentioned.
As for the Support class and its Mines. I disagree that they should be removed. A couple of things could help.
1. Limit them to 2, with no rearm, other than thro the Officers Ammo supply, with only 2 on the field at 1 time.
2. Increase the time it takes to arm them - either have the player place them and then have to switch them on and/or have them take longer, from when dropped, to arm.
3. decrease their area of effect.
4. decrease their strength.
5. Allow people to crawl/crouch past or shoot them (tho taking quite a few shots)
6. Allow a class, the support, to disarm them with the fusion cutter.
Taking them away altogether is abit OTT, imo. They are useful for defending positions and one of the main reasons why I choose the Support class in defensive positions. They should be pushed towards being a "thinking mans" tool - defining the area of danger to your position and positioning the mines prior to any battle 1st, before removing them because a few people run around and drop them at your feet.
One thing with the Support class that Id like to see is it being given the DEMP as part of its default loadout, probably as a set amount of uses. I never choose the DEMP over the MG15 because its pretty useless against infantry, and I want to have a chance at staying alive after I immobilize a vehicle. Thus , I never use it even if there are a few enemy vehicles in the area - I hardly see it being used by anyone else either.
In general, I think one of the things that hurts FS the most, and the Officer kit, is the sheer amount of UAV/Radar available. I think the emphasis of UAV/radar should be put onto the Officers , via the Locater Box (probably my favourite tool in FS)
.
"Government is the great fiction, through which everybody endeavours to live at the expense of everybody else."
Frédéric Bastiat