Hypothetically...Snipers could be less useful if teching was fast paced and you gave them an enormous aim time (delay before first shot) to curtail their kiting
Hypothetically speaking I wouldn't really care for such a fix, but it would be a fix
The only quote about Sega is "When they're ready [for the beta], we'll be ready". It's in the context of Relic continuing to work on the game in this period of uncertainty, so that when things are finalized they can jump out ahead.
You're adding the "rift" in with your wannabe doomsday journalism. I'm with Ami that it really isn't welcome here.
That tank crit system is already in vCoH. Probably just a mix of not noticing it and it not being implemented in a very intuitive way.
There's a table for rear criticals and a table for frontal criticals. Criticals depend on the health of the vehicle, and they can be weighted against each other (i.e. 70% destroy engine 30% destroy vehicle).
I don't know what more would be needed. The only problem is you run into suspect values, like how many tank criticals are weighted so its harder to kill it when hitting it from the rear.
I don't think that would be very useful. You can pause in TW, which gives you time to move the camera around, zoom in and check out the action...and then return to isometric view and unpause so you can issue commands.
In real time there's simply no room to use any other viewpoints, except the TAC map.
It might be fun for watching replays or spectating (RIP), but I find that holding Alt in vCoH works just fine for that.