Any community you should be a part of should be ON YOUR TEAM.
It should, but most of the time thats not the case. Say I and 10 friends decide to join a server, there is no chance we will be on the same team, it would not be fair. Besides, most FH2 players know a lot of the other players, since we are such a small community.
I would prefer having a ~30 second delay between the actual kill and the kill message, that would be a nice compromise and keep both sides of the argument happy. Its been suggested before, no idea if its possible at all. Of course changing fundamental things like this can have an negative effect on the excisting playerbase.
Hit indicators are a different matter. In my opinion it belongs in bf1942 engine, where you had to lead your enemy a riddiculous amount in infantry combat. In Fh2 it is mostly 1 shot 1 kill anyway with rifles and with smg's the distances are not that far that you would need a hit indicator in the first place and when I blind fire into a hedgerow for example, I don't expect to get some magic indication of hits.
Hit indication for grenades is just stupid, that definitely needs to go. People have always complained about grenade spamming, theres no need to incourage it in such an unrealistic manner.
Only place where I find it useful is the tank vs tank combat - with such an ammount of different tanks as we have, the learning curve would be too steep. We cant expect the palyers to know the armor of all tanks and the pentration values of their guns. I know one freak from Norway who knows things like this by heart, but he's an exeption.
In any case, saying infantry battles require more skill and tactics with the hit indiactors is just silly, the fun aspect can be argued about.