Remove the ability to deconstruct structures without line of sight

In the current state of things, where there usually isn’t a whole lot of restriction to movement (which again is because many engineers have given up at this point) SMG wielding assaulters have basically free reign. That’s why they are so “fun to use”. However, that also means that they cut everyone else down rapidly, decreasing THEIR fun. So a counter that reduces the mobility of these Blitz style infantry can increase the fun of the less mobile types.

I’ve had plenty of games where the defenders team was full, with almost everyone on the objective, yet the attackers with half as many players can absolutely wreck. Why? Because none of the defenders fortifications could live long enough to keep the defenders alive! Tank, MG, and sniper fire coming through the front. Sandbags put in place to block that from happening. It started to help until the infantry ran up and broke it down. In addition, many times they deconstruct a window sandbag, and toss a single grenade in to take out a ton of people inside. My point being is that its not because of a “lack of players” but rather because there is no game-altering advantage they have as defenders. Attackers have the advantage as the defensive point will always require attention from the defenders. Attackers can freely move through the flanks to attack those on the objective, and eventually behind the objective, giving easy captures.

How is it not already compromising the enjoyment of the defenders? In its current state, it is a KILLZONE against defenders. They are forced to hold an area they did not chose, against an attacker that is free to move around the sides. Their only saving grace is defenses, that in their current state, cannot hold up against what is being brought against them.

What you are saying is that someone should have to sit near this location and baby it in case someone comes through. My whole point is that if they are not allowed to remove the CH themselves, they will either have to go through an area that is mined, or it forces them through a choke point that is easier to maintain without dedication a squad to that specific location. Enough people carry explosive packs that if tanks come through high-traffic areas (which is a large part of what I’m saying) they will be taken out easier, or at least be exposed to enemy fire in a way that they otherwise would not be.

Anti-Personal and Anti-Tank mines are available to all infantry classes via the mine slot currently. Limit is one per person. Most people don’t use mines because the amount of space that is available for enemies to use. I’m talking first regarding the tanks. If CH were no longer able to be broken down by the tankers, it would force them to follow alternative routes. This significantly cuts down the number of possible paths for tanks to take, meaning AT mines can now be placed and used more accurately. This gives a good solution to squads not always having access to longer range AT options. If planning is used properly, and tanks aren’t allowed to clear CH on their own, AT defenses are significantly stronger.
Following up on the mines conversation, and to tie it in with the topic at hand: If enemies see barbwire and other fortifications impeding their path, they may opt to chose an alternative path. Mining a seemingly open area can be a very effective way of eliminating dangerous infantry (flamethrowers, assaulters, etc). However, currently they are allowed to go through most barbwire and such with ease by simply deconstructing it, usually while behind cover. Meaning they usually have no reason to try to push flank routes, where mines are extremely powerful.

Not really - the SMGs shine because the maps and their objectives are the most suited for this, not to mention that using SMG is easier than a bolt action rifle - SMGs are more lenient to mistakes, plus, it’s more fun with the mutiple dakka-dakka.
Would You prefer that a starting weapon was an SMG, a bolt-action rifle (which we have now), or a compromise - Semi-automatic rifle?
Engineers didn’t gave up - they are just rather cumbersome to use, most folks don’t exactly have a sense, talent or enjoyment in building, and thus prefer to beat and destroy stuff, than to construct. The only thing that the engineers do usually is a rally point, maybe an ammo box and a sandbag wall or 2 to prevent random shrapnel from hitting the built stuff. And nothing else really.

Well, maybe they didn’t built enough of them? Also, while they are at the objective, why are they going with engineers, rather than assaulters?
Also, why they all are just standing inside? They should fight against them through windows/sandbags/other cover, rather than wait (pseudo-safely) inside for a grenade or explosive - that is the purpose of the grenades anyway. Defenders should activelly try to engage and prevent the enemies from getting into the grenade throwing range.
Personally, I usually build sandbags near doors and other potential places where our side could enter, but I no longer block up our windows, as it disallows retaliating against the enemy.

In invasion mode, defenders already have infinite respawn and time on their side as advantages. All they need to do, is to prevent the attacker’s side infantry from entering a small circle on the map.
If your defenses are not helping to achieve that goal, you are essentially wasting engineer’s resources.
On flanking - not necessarily, some maps are rather bad at giving options to flanking the opposition - It is at least 1 of the Berlin maps. Not to mention of the Moscow Monastery again.

Because it is pretty much a no-brainer for the defenders of Invasion - just stand at the capture circle and aim more or less in the direction of the enemy. There, minimal contribution to victory already here.
If You want to make things more interesting - go on the limited scale counter-attack and other tricks less used by the average players.

No, it is not. I am resisting the urge to call this a skill issue. Please do not torture me with these pathetic claims.

If they are so concerned about choosing, the very least they could do is head over to the custom games, with the maps that they want.

Choosing relevant map in custom game mode can also help with it.

Then they should build more.

The purpose of the defenses is to prolong the lives of defenders, so obviously they should be close by.
Or, to delay the attackers.

I remember driving in Berlin maps is already a chore, with all the scrap lying around.
So You want to turn it into literal hell…
(In Your defense, they already have 75mm guns, at least…)
Also, this already starts to sound very much like a camper mentality. I may be a bit guilty of it as well, but I at least try to resist the urge…
Either way, the defenses are effective ONLY when there is an actual garrison manning it.
If they are empty, then I think that the attackers should have the right to dismantle them. They already would be wasting time here, rather than heading straight to the objective.

So many tank wrecks…
Do You at least propose a way to dismantle the tank wrecks that would be created if Your suggestions end up being implemented?
Lastly, tanks can’t capture points, so there are some cases where the crew may have a valid reason to leave the vehicle.

Some tend to use AP mines on enemy spawn points…

Considering that You wanted to leave CHs without garrison… Are tankers going to be able at least demount the mines? They can be put by rando infantry - should they be taken by rando tankers as well?
I suppose at least the blokes can try to spot the mines and shoot them.

It’s not easy. Or, at the very least, time consuming, especially when they don’t have engineers.
Reason to try flanking - personally at least - is the fact that I lose squads if I keep trying to go that route, and didn’t manage to at least take some of the opposition with me.
Considering that I am a F2P player, my options on what kind of squads to take are already limited. And, with my playstyle to take the squads to level them up, I usually have suboptimal ones, not really capable to clear out the fortifications rapidly. So, flanking is often a consideration. But, on the other hand, suboptimal squads are more expendable…