I also gave v6 a run with one other player. We landed SE of RV1 and worked the HQ at Balota. It's a huge challenge with 2 people and no rockets available from either the RV1 box or the medic respawn box. (I like though, I like!) I tried briefly alone a week ago, and i think rockets of some form are available at RV3, but please keep the amount limited. Nothing can ruin relative realism like a squad full of DMRs and SMAWs.
We quit playing after clearing the camp, but we have plans to keep at it with more people. A few quirks from v6, apologies if you've caught the errors already.
-The medic tent, when removed, leaves its ammo box. When placed, it creates another one. It's a handy mistake, but not very realistic.
-The alarm at the enemy airfield. It's a static, invisible location nearish the middle of the runway, right? Tying it to a small tower as another destroyable target would be great, esp. if it prevented the opfor from responding to support requests elsewhere on the map. Might be good to move it closer to their barracks and camp, too. An alarm off in the middle of a runway is odd, especially when we can't turn it off.
-I would like to see ammo available in the C130. We were dissapointed with our original loadouts, and wanted to swap out our M16s for silenced M4s and a few smoke grenades.
It's otherwise a treat to play so far. I disagree with hoz about adding rockets to the rv points, except for his point about a listed rocket soldier w/o any rockets (if a rocket soldier is listed, he needs his gear!) Keeping the diversity of friendly equipment selectable to a minimum, as someome might expect from an ad hoc weapons drop, adds to the enjoyment of scavenging from enemies and finding those choice enemy ammo boxes.