if the questions is useful, as far as your team winning then it would have to be:
1) engineer: can defend against armor with mines, repair assets and is best class in armor. mines are a particularly useful means of defending since the last patch since you can litter the landscape with em without compromising your armor. repair driver ability points make groups of engi/armor one of the most formidable forces in the game.
2) anti-tank: can blow up armor from a distance. unless you take out armor, infantry combat is effectively eliminated. how bad ass are you with a pkm or ak-101 when that enemy apc comes down karkand alley?
3) medic: great for squad combat because he'll keep your team alive in firefights but this skill is fairly useless if you're fighting against armor (they'll tear you to shreds before you have a chance to revive). nice guns to boot...who would think that medic would be better gunners than spec ops?
4) spec-ops: c4 can blow up assets (which is crucial on some maps) and defend against tanks.
5) supports: good infantry fighting and ammo bags are useful especially for anti-tank, spec ops and snipers.
6) assault: great guns, grenade launchers r ok, smoke and flash bangs underrated/utilized
7) sniper: spotting, sniping and claymores are usefull but don't really help you win that much
notice i don't this is the order of what are the best kits, but rather most useful kits. in other words, if i were commander and could decide what people would spawn as, this would be my order of preference. i list anti tank second despite the fact that i hate playing it...its a thankless job taking out armor but it sure is useful for my team:)
1) engineer: can defend against armor with mines, repair assets and is best class in armor. mines are a particularly useful means of defending since the last patch since you can litter the landscape with em without compromising your armor. repair driver ability points make groups of engi/armor one of the most formidable forces in the game.
2) anti-tank: can blow up armor from a distance. unless you take out armor, infantry combat is effectively eliminated. how bad ass are you with a pkm or ak-101 when that enemy apc comes down karkand alley?
3) medic: great for squad combat because he'll keep your team alive in firefights but this skill is fairly useless if you're fighting against armor (they'll tear you to shreds before you have a chance to revive). nice guns to boot...who would think that medic would be better gunners than spec ops?
4) spec-ops: c4 can blow up assets (which is crucial on some maps) and defend against tanks.
5) supports: good infantry fighting and ammo bags are useful especially for anti-tank, spec ops and snipers.
6) assault: great guns, grenade launchers r ok, smoke and flash bangs underrated/utilized
7) sniper: spotting, sniping and claymores are usefull but don't really help you win that much
notice i don't this is the order of what are the best kits, but rather most useful kits. in other words, if i were commander and could decide what people would spawn as, this would be my order of preference. i list anti tank second despite the fact that i hate playing it...its a thankless job taking out armor but it sure is useful for my team:)