With all this talk of the PKM being overpowered, I still find myself gravitating towards playing the medic class even though it has an inferior weapons. The power of reviving and healing in a squad cannot be ignored.
Here is my class rankings (feel free to contribute your own with or without explanation).
1) Medic - Some of the best weapons in the game (aside from the PKM, the G36E is my favorite gun in the game). Of course, the big thing the medic class has going for it are the reviving and healing capabilities. You can run around with a medic bag in hand to make you extra durable (great for jumping off of cliffs and other areas that'd normally severely wound a soldier). You can toss a bunch of kits on the ground in a fire fight giving you two, three, or four times more health than a non-medic class. You can heal teammates instantly or passively bringing a fairly useless teammate with 2 bars of health back up the full strength. Then of course revives which can potentially save your team a huge amount of tickets for your team, and keeps your soldiers in the fight longer and pushing the line forward. Assuming the average medic can revive maybe 10 people per round, that is a potential 100 tickets saved on a team with 10 medics. That's a huge savings of tickets. Lots of stamina too for those long sprints. Practically invulnerable to snipers. Automatically passively healing a blackhawk or transport full of teammates is a very nice feature too when traveling from flag to flag. Downright overpowered actually.
2) Support - The offensive juggernaut of infantry combat. The best gun in the game (PKM) that can snipe, mid-range, and battle close up without issue. A huge clip, infinite ammo, and unlimited grenades to spam on maps like Karkand. You can't beat a support in offensive department. Of course, a single tank can ruin your day. Which leads me to number three.
3) Anti-tank - Really, anti-tank shouldn't be in the 3rd slot, but I often find one APC or tank can really ruin your day when your friendly helicopters/planes/armor aren't doing their job, as TOW missiles will only get you so far. The AT rocket can deal with light vehicles, infantry, APC, tank, and helicopters. So it's moderately useful. The DAO-12 is a pretty formidable weapon as well in CQC.
4) Engineer - This class while isn't as expansive or widespread as the medic or support slots, it fills a very important niche role. I'm of course talking about the armor whores. With two engineers in a team using the APC or tank side by side it's a very difficult task to kill them. Even without another engineer the engineer class gives armor whores the ability to back out of the fight and repair up. As I'm sure an infantry knows good armor is critical to victory on maps such as Karkand. The AT mines are nice as well, allowing players to cut of roadways to vehicles, and of course with the spanner allows the armor whores a tool to cut a path through such an obstacle. The shotgun and MP7 aren't all that bad either should you find yourself without your precious armor.
Now we make our way to the gutter of the classes -
5) Spec-Ops - Decent guns, comparable to the medic, but that's where the fun ends. C4 has its uses, but generally speaking it's a poor substitute for proper AT squad or other alternative methods of dealing with armor, has very limited ammo and since 1.20 C4 can no longer be chucked like a super grenade. This leaves the Spec-Ops nothing more than a medic without his healing equipment.
6) Assault - Decent guns again, a useless smoke grenade, decent flashbangs (should you be a F2000 user) and body armor. This kit just plain sucks, a peg without a hole but as the rifles are still decent weapons its safe from being declared my pick for the worst class in Battlefield 2.
7) Sniper - The most useless class in Battlefield 2 without a doubt, and for some ungodly reason one of the most popular. The sniper lacks a real offensive punch, and is nothing more than an annoyance to a good medic. They don't help capture flags, they're outsniped by the PKM, and defenseless at anything but the most extreme ranges. If it wasn't for the claymores use in flag defense this class would have no redeeming qualities whatsoever. Teams with lots of snipers sitting on cranes have a tendancy to lose games, badly.
That's my take, feel free to make your own list.
Here is my class rankings (feel free to contribute your own with or without explanation).
1) Medic - Some of the best weapons in the game (aside from the PKM, the G36E is my favorite gun in the game). Of course, the big thing the medic class has going for it are the reviving and healing capabilities. You can run around with a medic bag in hand to make you extra durable (great for jumping off of cliffs and other areas that'd normally severely wound a soldier). You can toss a bunch of kits on the ground in a fire fight giving you two, three, or four times more health than a non-medic class. You can heal teammates instantly or passively bringing a fairly useless teammate with 2 bars of health back up the full strength. Then of course revives which can potentially save your team a huge amount of tickets for your team, and keeps your soldiers in the fight longer and pushing the line forward. Assuming the average medic can revive maybe 10 people per round, that is a potential 100 tickets saved on a team with 10 medics. That's a huge savings of tickets. Lots of stamina too for those long sprints. Practically invulnerable to snipers. Automatically passively healing a blackhawk or transport full of teammates is a very nice feature too when traveling from flag to flag. Downright overpowered actually.
2) Support - The offensive juggernaut of infantry combat. The best gun in the game (PKM) that can snipe, mid-range, and battle close up without issue. A huge clip, infinite ammo, and unlimited grenades to spam on maps like Karkand. You can't beat a support in offensive department. Of course, a single tank can ruin your day. Which leads me to number three.
3) Anti-tank - Really, anti-tank shouldn't be in the 3rd slot, but I often find one APC or tank can really ruin your day when your friendly helicopters/planes/armor aren't doing their job, as TOW missiles will only get you so far. The AT rocket can deal with light vehicles, infantry, APC, tank, and helicopters. So it's moderately useful. The DAO-12 is a pretty formidable weapon as well in CQC.
4) Engineer - This class while isn't as expansive or widespread as the medic or support slots, it fills a very important niche role. I'm of course talking about the armor whores. With two engineers in a team using the APC or tank side by side it's a very difficult task to kill them. Even without another engineer the engineer class gives armor whores the ability to back out of the fight and repair up. As I'm sure an infantry knows good armor is critical to victory on maps such as Karkand. The AT mines are nice as well, allowing players to cut of roadways to vehicles, and of course with the spanner allows the armor whores a tool to cut a path through such an obstacle. The shotgun and MP7 aren't all that bad either should you find yourself without your precious armor.
Now we make our way to the gutter of the classes -
5) Spec-Ops - Decent guns, comparable to the medic, but that's where the fun ends. C4 has its uses, but generally speaking it's a poor substitute for proper AT squad or other alternative methods of dealing with armor, has very limited ammo and since 1.20 C4 can no longer be chucked like a super grenade. This leaves the Spec-Ops nothing more than a medic without his healing equipment.
6) Assault - Decent guns again, a useless smoke grenade, decent flashbangs (should you be a F2000 user) and body armor. This kit just plain sucks, a peg without a hole but as the rifles are still decent weapons its safe from being declared my pick for the worst class in Battlefield 2.
7) Sniper - The most useless class in Battlefield 2 without a doubt, and for some ungodly reason one of the most popular. The sniper lacks a real offensive punch, and is nothing more than an annoyance to a good medic. They don't help capture flags, they're outsniped by the PKM, and defenseless at anything but the most extreme ranges. If it wasn't for the claymores use in flag defense this class would have no redeeming qualities whatsoever. Teams with lots of snipers sitting on cranes have a tendancy to lose games, badly.
That's my take, feel free to make your own list.

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