For 2 1/2 years I've debated and pondered ways to make the MAX unit, a hybrid infantry/vehicle with dual arm weapons and high survivability, a balanced part of the Planetside experience. From reducing offensive capability to reducing HP, nerfing mobility or attacking resource costs, most solutions either don't go far enough, or they turn the MAX into a useless scrap of nanites. What isn't debatable is just how damaging the MAX unit is to the Planetside experience. Most of you don't need much explaining to highlight this fact, but some of you can't understand how 2000hp 80% resist dual wielding shotguns is bad for this game. Consider the combined arms aspect of PS2 - almost every type of vehicle or infantry is effectively countered by a MAX, whether its bursters, ravens/comets/pounders or the many AI guns. There is no aspect of Planetside that doesn't have to deal with the MAX, and no aspect of this game is the MAX in a position of being the inferior option. If the MAX unit alone is imbalanced, then consider what this game has devolved into as veterans min/max and have enough certs and experience to use them to their full potential. Nothing makes infantry gameplay as frustrating as running into a max unit around every corner. It ruins fights both big and small, and often the only effective counter is to pull one yourself - something I've done many many times to great effect. Lately I, like other Planetside players, have been dabbling a bit with Dirty Bomb - a F2P FPS that, while it lacks the scale of PS2, has a similarly high TTK, variety of infantry units and is strongly objective based. And let me tell you, it is so much fun to play against other infantry without dealing with MAX units. So much so, that it makes going back to Planetside even more frustrating. Such a gaping hole in balance, and poor game design. Why delete the MAX instead of make it "balanced"? Because ultimately, no matter how you change the stats, MAX units represent purchasing superiority for nanites. Their ability to change domains, from fighting in areas that only infantry can reach, to ducking in and out of spawn rooms while shooting bursters, the MAX unit never has to compete against air, vehicles or infantry in a fair manner. They are most broken against infantry, but even in the vehicle realm, they avoid the typical counters that can be employed against other vehicles, leaving most tanks powerless against a well placed MAX. Imagine a Planetside 2 without MAX units. Imagine big 96+ fights. Imagine those 12-24 small fights against other outfits. Imagine server smash. Ask yourself if this would be a better game. If so, join me in encouraging the devs to consider this more radical solution. Refund all the certs or DC invested by players. Create a lore-based explanation such as "the production factory for max units was destroyed in the war". I know that a lot of development has gone into the MAX, including the recent audio changes. But in this case, the best thing the devs could do for Planetside is to simply put an end to this experiment. PS2 is still a unique and fun game, even without hybrid infantry/vehicles units. Thanks for reading another wall of text from me. PS - The coming tank mine changes and the AMR are just bandaids. It is a reflection of the fear of the dev team to do what is truly needed and delete maxes. Any smart player can avoid tank mines, and the AMR is so limited in use indoors that I don't see them getting rid of the chain pulling that takes place in this game. TLDR - Delete MAXes. Just delete them from the game. Now you have improved the game 200%!