Zipp - I'm against bombs being perked. Just because some tardz do what they do, I don't think everyone else who likes to jabo should be penalised. That would be like objecting to squads who vulch with no intention of capturing the base: Perk ammo so that there is a price to be paid for not returning to base. I'm afraid the idea smacks of mandating players to play a certain way.
Kegger's squad activity is fine if they're not suiciding. I see nothing wrong with the tactics. It's the suiciding that skews the game, coupled with the steamroller/conveyor belt effect caused by guys who re-up four times or more to pork the base. Pork, pork, pork. First the fuel, then the VH then the FH. Some have suggested that after a death, you should stay dead for a period of time before you can resume porking... That period of time could be the time it takes to fly back to the base being porked...
...which is why I still maintain that the distance between the fields has a significant bearing on this fuel porkage behaviour. On larger maps like Pizza and Trinity, the distance between the fields is too great to maintain a conveyor belt effect, and the attention span of the suicidal opportunists will have run out long before they reach the destination. On QWW, the fields are so close together that if one field gets fuel-porked, you can take off from the next field ¾ mile away, and mount a counter attack. Besides, the fields are so close together that you can up with 25% fuel, go to the next base and get 2-3 kills and still have fuel to RTB.
The real problem is on the children's maps, hence the timing of this whine thread. The fields are sufficiently close together for steamrollering/conveyor belting to be feasible, but too far apart to mount a counter attack with only 25% fuel available. With increasing MA attendance, it is my belief that the larger maps are the way forward.