From what I can tell there's a pretty good age spread in BF2, but I'm one of the lucky ones who managed to be a kid during the birth of the video game and so have kind of grown up with the industry...
I've always been a pretty dull BF2 player, I'm far too old to be learning exploits and bouncing up and down gives me a headache so I just sort of played as the game as it was presented to me...lots of ground pounding, use vehicles if there's one about, don't go near the air cos I'm inept
I played support and sniper primarily before the patch, never had a problem killing with the PKM before although I can outsnipe a pants sniper with it now, anyway here's my observations for anyone who's interested
Support - PKM was deadly before, now even more deadly, although still pretty pants unless prone. This means that you're less mobile and normally an easy target if you don't get the drop on someone - increased prone time also helps balance the accuracy of the weapon when you get on the ground.
Assault - don't see much of the "nerf", although no shooting when jumping is a welcome addition. I still get tubed from close range, although not as often. Nowhere near as disadvantaged as people made out, support gets infinite ammo, but realistically how often do you stay alive long enough to run out of ammo in this game? Assault should be running around capping flags so I'd expect to die often, you get the same armour as support but there's little accuracy difference between prone and standing and you get the grenade launcher. You run around shooting from the hip pretty effectively...do that as support and barn doors laugh in your face.
Spec ops - see a lot less of them, which is a good thing...I never used to play spec ops because I knew 70% of the team would be that class. C4 is now a demolition charge/booby trap as opposed to the holy hand grenade of Antioch! No armour means it's advisable to sneak around a lot more which is exactly what they should be doing, can still take out tanks, just need to think about it a bit more.
AT- again, never had a problem taking out tanks with the kit...took out a tank and 2 AA's on the bounce yesterday with a lot of luck and sneakiness.
Medic - doesn't seem much different except for the bugs which'll hopefully be sorted in 1.21. Wish they wouldn't keep reviving me in front of tanks though :)
Sniper - most played kit, played it a lot before and was already a claymore fan. I wasn't in favour of the FF change on mines, but it does stop you worrying about potential TK's and frees snipers up a lot. I think once people have calmed down over the new rules and weapons there'll be less snipers again as it's rubbish for points!
Engineer - Again, I thought turning FF off on mines was a bad idea, but it has allowed engineers to play with more freedom and made the kit much more attractive. The game has shifted a lot, you can now booby trap your own vehicle spawns to stop them being stolen, or get out of your tank and stick a mine on it safe in the knowledge that if someone gets in it they'll blow up, but you won't :) It changes things a lot, and the engineer has to weigh up what his mines are worth...protect a flag, stop vehicles being stolen or keep them for sneaking up on tanks?
Overall I think the patch has evened up the classes and none of them have a major disadvantage over others anymore. I'm due to play a substantial wedge of assault to get my veteran badge but I enjoy playing them all, the games different for each of them. I also don't think the S2A's as bad as pilots thought - if they get the drop on you you're still toast, but at least if you spot them first you can actually bring them down now, I still think planes die a lot less than anything else!
I've always been a pretty dull BF2 player, I'm far too old to be learning exploits and bouncing up and down gives me a headache so I just sort of played as the game as it was presented to me...lots of ground pounding, use vehicles if there's one about, don't go near the air cos I'm inept

I played support and sniper primarily before the patch, never had a problem killing with the PKM before although I can outsnipe a pants sniper with it now, anyway here's my observations for anyone who's interested
Support - PKM was deadly before, now even more deadly, although still pretty pants unless prone. This means that you're less mobile and normally an easy target if you don't get the drop on someone - increased prone time also helps balance the accuracy of the weapon when you get on the ground.
Assault - don't see much of the "nerf", although no shooting when jumping is a welcome addition. I still get tubed from close range, although not as often. Nowhere near as disadvantaged as people made out, support gets infinite ammo, but realistically how often do you stay alive long enough to run out of ammo in this game? Assault should be running around capping flags so I'd expect to die often, you get the same armour as support but there's little accuracy difference between prone and standing and you get the grenade launcher. You run around shooting from the hip pretty effectively...do that as support and barn doors laugh in your face.
Spec ops - see a lot less of them, which is a good thing...I never used to play spec ops because I knew 70% of the team would be that class. C4 is now a demolition charge/booby trap as opposed to the holy hand grenade of Antioch! No armour means it's advisable to sneak around a lot more which is exactly what they should be doing, can still take out tanks, just need to think about it a bit more.
AT- again, never had a problem taking out tanks with the kit...took out a tank and 2 AA's on the bounce yesterday with a lot of luck and sneakiness.
Medic - doesn't seem much different except for the bugs which'll hopefully be sorted in 1.21. Wish they wouldn't keep reviving me in front of tanks though :)
Sniper - most played kit, played it a lot before and was already a claymore fan. I wasn't in favour of the FF change on mines, but it does stop you worrying about potential TK's and frees snipers up a lot. I think once people have calmed down over the new rules and weapons there'll be less snipers again as it's rubbish for points!
Engineer - Again, I thought turning FF off on mines was a bad idea, but it has allowed engineers to play with more freedom and made the kit much more attractive. The game has shifted a lot, you can now booby trap your own vehicle spawns to stop them being stolen, or get out of your tank and stick a mine on it safe in the knowledge that if someone gets in it they'll blow up, but you won't :) It changes things a lot, and the engineer has to weigh up what his mines are worth...protect a flag, stop vehicles being stolen or keep them for sneaking up on tanks?
Overall I think the patch has evened up the classes and none of them have a major disadvantage over others anymore. I'm due to play a substantial wedge of assault to get my veteran badge but I enjoy playing them all, the games different for each of them. I also don't think the S2A's as bad as pilots thought - if they get the drop on you you're still toast, but at least if you spot them first you can actually bring them down now, I still think planes die a lot less than anything else!
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