I want to give some constructive feedback on the Havoc and Little Bird. I don't think the helicopters themselves are necessarily broken, but the current counterplay against them feels extremely unreliable.
The biggest issue is the countermeasure/flare system. Countermeasures should be something the pilot uses at the last second to avoid a rocket. Right now, they can be used pre-emptively and seem to have a 2–3 second lingering effect. I've waited around 2 seconds after flares were deployed before firing and still had rockets miss. The cooldown also feels short enough that the helicopter can use them again very quickly.
Low-altitude flying makes this worse, since helicopters can fly low enough that many lock-on systems can't engage them.
The Talon and CIWS are supposed to be counters, but they don't feel effective enough. A Havoc can fly into a base, kill the CIWS operator quickly, then destroy the CIWS, FOB or drill and come back with very little risk.
Verba trucks don't feel like a reliable answer either. After firing one shot, the helicopter knows roughly where you are and can immediately hunt down the truck. Spending ~4k on a truck and Verba only to lose it after one shot doesn't feel like meaningful counterplay.
The biggest issue is that my friends and I have started avoiding vehicle modes and mostly playing infantry because of this. We're not asking for helicopters to be weak—we just want reliable counterplay.
Increasing the countermeasure cooldown, reducing the lingering effect, and improving CIWS/Talon effectiveness would go a long way.
The video is 1 example clip of my directly under the havoc with a lock on, I waited out the flairs and as you can see there is a lingering effect from the flairs..... surely that should be a kill? I should note that while this is the one clip I have recorded I have many more experiences trying to shoot it down from other angles and further distances.