Some Tweaks for balance and gameplay changes

So after roughly 200 hours iv gotten alittle feel for what works and what doesnt, and i can see some things becoming an increasingly annoing problem that just isnt going to be fun gameplay wise.
(there is gonna be a bulk of issues here im gonna try and tackle , feel free to give ur thoughts on em.

  1. As players progress more and more players are gonna have fully kitted armed to the teeth special
    squads Like Axis MG squads or Soviet SMG squads. once the entire team rotates those squads and almost only uses them (mby unlock more of the same squads for higher Ranks at later un-released campaign levels) this will, in a sense majorly change how the game is played. running around with full autos derping around is gonna be the one thing everyone does and bolt actions will be left for the casual or new players to suffer thru.

How to fix?: Well. Either you have to increase the rotation CD on specific squads so instead of rotating 3 squads you might have to rotate 6 on them and potentially 2-3 on troopers or so.
Another one is like tanks/planes limit squad number by X per team. lets say 2-3. Above that and you can not spawn in another MG squad until one is exterminated.

1b. This is kind of tied to 1 but it is about a support squads instead of gunner/smg squads.
and this is regarding Radio Operator squads and Mortar Squads.
With increasing frequency iv bin seeing enemy teams with 3-4 radio squads chain bombing an objective without or with very little cover, specially in invasion/assault. Due to this AI wont be able to reach the objective and makes it very hard for players to do so too.
This playstyle in itself is very boring and leads to a very not-fun experience.
in themselves Radio operators are very hard to track down and kill since they are usually far behind the front line.
Same goes for the Mortar squad, even if they are alot easier to track down due to the sound queue they usually sit roughly 100 meters into non-accessible territory making it a hassel and an outright bore to kill them.

Potential fixes:
Like with planes/tanks limit radio squads to 2 per team AND/OR increase the arty cooldown to 1 minute.
there is another version you could do aswell and that is make diffrent arty call in skills…
like Mortar bombardment, plane bombardment, arty bombardment.
but they have various deadliness/are of effect and have individual long CDs. making the radio operator deadly but at a long CD.

as for the mortar squad iv suggested this before but the thing that ties the mortar squad to the backlines is Ammo crates. The easiest and quickest fix would be to not let them build ammo crates in regions their enemys can not access due to “outside of the battlefield”.

  1. Spawn beacons. an interesting mechanic, they win games, turn tides and are OP.
    as is one beacon can supply an entire front/assault with troops. and having roughly 6+ seconds of hard immunity to damage is really silly when people are aaaalmost at ur beacon and about to destroy it but then 9 immortals pops up and kills you.

suggested fixes:
Possibly increase the block range of “enemys nearby” so you cant spawn almost on-top of enemys.
Increase re-use timer to 7-8 seconds. 5 is a tad bit short.
as for beacons(and not main spawns) REMOVE Spawn protection.
the beacon spawn is overpowerd enough and should carry risk and not be a 100% golden ticket.
at MAX have 1-2 seconds of spawn protection.