That is where I am sitting at atm, but obviously far more time spent in Recon. Its just... easier. And I'm prolly one of those assholes that kills you way out in the middle of no where near no objectives. Cause, sadly, the incentives for the game are all messed up and at odds with each other.
Winning is 6k more experience if you max out your XP 'tier' in all your classes by doing a lil of each every round, but thats not really practical. Medic is fun, but for me it falls into two categories. You either load up and follow the 'Blob' and that can be quite productive and profitable, but once the Blob is broken it takes awhile to form again unless your team is organized. Instead you often have a lot of people hoping for a revive cause they dropped a lot on kit, or people get all spread out trying to drop back into the HZ and the new Blob just eats them. The other is Fob medic healing people after the heli's/snipers shoot them.
The Verba is garbage against any good pilot unless you have a guy with a second launcher. Spent more time today playing with it. Had people locked at minimum distance. I launched and they flared immediately, like auto cast level of immediate and the missile missed. It was so close it should have just hit them because of flight inertia. Anyway..
Sludig, you say you like what they are trying to do but the problem is I don't know if they know what they are trying to do. Its kinda sorta all over the place. We're going to have base building FoBs, but we're going to make those take longer and be more expensive to build. So now, they are even more vulnerable to early game rushes and its tougher to rebuild between assaults. Helicopters are getting a slight nerf with the GL Copter, but honestly that is not what I see crack most fobs. Its just your normal gun/rocket/havoks supporting a ground crew. So now FoBs are going to be more resource constrained? Takes longer to build? I don't see that playing well.
Gameplay incentives are all over the board. As a recon I generally have 2 productive options. Get into a tall Fob and snipe from the windows. Some maps are fun with this, you literally just farm each other as the tower fobs all just shoot each other over and over and revive. The other is to get the fuck away from the HZ/Fobs and spot and pick off people in their bases. This one means you have to keep moving cause as soon as you shoot someone you will be discovered. So often its better to just spot. This can help your team if you spot the guys enroute to your blob, but... not really.
Assault is gang up and go into the zone with a blob and just roam around like a plague of locusts.
I'm rambling. My point is its a King of the Hill tactical game, where the most efficient gameplay for the majority of the classes is to completely ignore the King of the Hill mechanic and go fuck off somewhere else. Winning and playing objectives is often detrimental to your personal rewards. I look at a lot of their ideas and just wonder what is the central design core? How do they envision people playing their game. How do they play their game? I see the tag line all over Reddit and elsewhere of 'Play how you want' but... that is just going to mean half your team isn't playing with the team in mind, but just grinding cash and XP.
This game when it works is great, but its like sticking your dick in a mystery glory hole. Most the time its a pencil sharpener and its fucking painful, but those few times its great its very satisfying.