i like to report a problem regarding the minimap opacity and Counter UAV interaction. On tablets, there is so much screen space to customized the UI but with phones, it is quite limited so proper UI placement is needed. The sides are mostly where the buttons were placed especially for claw/4-finger players. So the minimap who needs quite a space to effecient is more likely placed at the top middle part of the screen while lowering the opacity to the players preference. The problem is when an opponent use a Counter UAV. While it blocks the minimap with statics, it also cancel out or nullify the opacity of the minimap, which then block some part of the vision with static. It shouldn't be that way, why would the Counter UAV cancels out the opacity? It's only purpose is to block the minimap and not the vision of the player. The opacity of the minimap should stay the same while being blocked by the Counter UAV, or just blank out the minimap instead of a static so i won't block a part of the vision while not showing the minimap.
Another problem is with the SAM turret. It is supposed to the counter to high points scorestreaks like the Stealth Chopper or the VTOL. But the problem is that it doesn't have a target priority. It happened to me a lot of times where I tried counter VTOLs with SAM turrets but then it won't be able to destroy the VTOL because it attacked a UAV or Counter UAV first. When a VTOL is out, it is hard to destroy UAVs just to make sure that the SAM would only attack the VTOL. So SAM turrets should prioritize high points scorestreaks first like VTOL, then Stealth Choppers, and UAVs last because SAM sites are mostly saved to counter those VTOLs and Stealth Chopper if an enemy have one; not for those UAVs 'cause it can be dealt with guns easily.