1 - The grau doesn't really need to be nerfed. Yes it has very good recoil and it is the best high fire rate ar at long range but tbh, it has its weaknesses as all the ars do. Many of the ars are far better at close/medium range, and assuming you are skilled enough to control a higher calibre ar at range, they will beat it there too. As will snipers obviously.
I've noticed people starting to use the cr56, ram and bruen a lot more recently.
2 - Do kind of agree with this one. Although it is the best line of defence against those guys that just drive around trying to run you over in vehichles (basically the worst people that exist) so I'd sooner leave them as they are.
3 - Yes 100% agree with this one. You shouldn't get to know where the circle is going. That is paramount to the br experience.
4 - Yep, agree again. Anything that makes the vehichles easier to exploit should go.
5 - I never use grenades, so yeah you're probably right.
6 - I think they're fairly well balanced. Good delay between pings. Limited to hip fire while using them. Plus hardly anyone will show up on the thing after the first loadout anyway.
Soooo.....
1. IW disagrees with you - they've already basically announced a nerf is coming. And it's well overdue. It has zero recoil and the longest effective range. Yes it has the lowest ROF among the 5.56s, but that weakness is negated by having the quickest ADS times, so it's TTKs are barely slower than the others despite the lower ROF. Why whould you ever use the M4 if it's TTK is literally like 0.005 faster (not even noticeable) but the recoil is much worse at range? Why deal with the Kilo's goofy leftward recoil pattern if you can have the zero-recoil Grau? People use the CR-56 and Bruen because they're new - that will wear off especially with the CR-56, which has considerably more recoil and slower TTKs than the Grau - it's a better version of the AK-47 but still not as good as the almighty Grau. And while the RAM does have the fastest TTKs for the 5.56s, it has absolutely horrid recoil that is basically on par with the AK in terms of the difficulty in countering it - this makes it nearly useless at range and is essentially just a glorified SMG.
The Grau should not have the same TTK as the other 5.56s with better recoil AND better range. You have to pick one or the other - better recoil or better range. The answer to me is simple - with the lowest ROF it should have the lowest recoil, so keep it as a zero-recoil weapon. Just nerf the damage range in line with the M4, and stop with the ridiculous almost 100m range the Archangel barrel has.
To rank the current weapons: Great = 5 points, Good = 4, Avg = 3, Poor = 2, Bad = 1
Kilo: Avg TTK, Good Recoil, Good Range = 11 points
M4: Good TTK, Avg Recoil, Avg Range = 10 points
M13: Poor TTK (CQC), Good Recoil, Good Range = 10 points
RAM-7: Great TTK, Poor Recoil, Poor Range = 9 points
Aug: Avg TTK, Avg Recoil, Avg Range = 9 points
Old Grau: Avg TTK, Great Recoil, Great Range = 13 points
New Grau: Avg TTK, Great Recoil, Avg Range = 11 points
2. C4 is a last line of defense for vehicles. But you should always have advance knowledge that a vehicle is coming, so nerfing the "use" time for C4 (making it take longer to pull out and throw, eliminate the insta-detonate) would not affect your ability to defend against vehicles because you'd see them coming long before they get to you. What it would do is prevent players from using C4 as a primary weapon in CQC, which is what is currently happening and is just stupid.
3. I personally like the idea of the Recon contract allowing you to see ahead in the circle. Maybe make a few tweaks to it. Like it should take longer to complete so teams have more time to track you down while the flare is activated. Or maybe it doesn't give you the exact next circle location but just a direction that it's going to move indicated with an arrow or something.
While we're on the topic of Contracts, I also think they should remove money from Scavengers. There should be an explicit purpose to doing contracts - Bounties = Cash, Recon = Circle Knowledge, Scavenger = Loot. Right now however the Scavenger is basically "Loot + Cash" which makes it overpowered compared to the other two contracts. That's why everyone busts their asses to get to the Scavengers from the planes - because they're the best way to find good floor blueprint weapons while also loading up on cash quickly to buy a Loadout. If Scavengers provided less (or no cash), their only purpose would be to get great floor loot which would make them much less popular. It would also mean that in order to rack up cash you have to do Bounties, which are more dangerous and the risk/reward for the cash comes into play. By doing this, it would make it take longer to amass 10k for a Loadout and teams would be forced to rely on floor loot longer, which is the point of a BR game anyway.
4. Vehicles need so much work. You should take damage when jumping out of a moving vehicle. Why does it play a 2-3 second animation when your character climbs into a vehicle but you can inst-jump out in ADS mode with a zero-frame animation without even opening the door? Why should you be able to stand in the bed of the big truck while it's moving without sliding around?
And I do agree as far as being able to put Trophy Systems on vehicles. The point of C4/RPGs is to be able to counter vehicles, which are overpowered otherwise. To be able to negate their only counter makes vehicles overpowered with no counter. This is why there isn't an attachment to remove sniper glint - sniper glint exists to "counter" snipers by making them more easily visible, otherwise they'd be overpowered. If you could remove the glint with another perk or attachment, snipers would again be overpowered with no counter, just like a Trophy-System'd vehicle.
5. Making grenades more powerful would just make them like overpowered like C4. Grenades are not expected to be primary weapons, they are meant (at least in-game) to act as a means to damage enemies who are hiding in cover, or finish them off if you hit them a few times. If you make grenades more powerful, players would start chucking them at the first sign of combat like they do now with C4.
6. You are correct - the only downside to using a HB Sensor is that later on players with Ghost won't show up. However that is a very minor downside and for the entire early/mid-game it is overpowered because of it's unlimited use - I say this as someone who routinely uses it. It is a mini pocket UAV and should have a limited usage life via a battery - something like 10 uses before it dies. This would make players conserve the uses to when they really need them, instead of spamming it every 2 seconds.