Intro: I think in the sense of armor there is a too small difference between the weapon types. In most scenarios it pays to ether bring HEAT or HE to kill...everything and if a AP tank shows up you dont have to fear it that much more than another HEAT or HE tank. This tends to get the result where many tankers main goal basically is to spawn camp for infantry kills. I would rather see this balanced out more toward armor roles than just hit points and that HEAT would be lesser overall, but more armor than HE damage. Secondary weapons would be one role support weapons. They give you a less than 20%-50% boost vs ether inf, armor or air compared to their main gun counterparts. Little to nothing against other targets. ------------------------------------- Balance suggestion in broad terms: AP needs to do more armor damage, have longer range and faster projectile speed and little to no damage on infantry. HE needs to be "useless" against armor, more arch and slow projectile speed comparably to AP. HEAT needs to be, eg, 60% of AP vs armor and 50% of HE vs infantry and medium range. This way tanks would be forced to pick a role. (HEAT) Multi purpose medium range, but overall weaker. (AP Tank Hunter) Massive armor damage, long range, but vulnerable to infantry. (HE Inf Hunter) Massive infantry damage, very short range, but extremely vulnerable to AP tank hunters. ------------------------------------- Intended result: I think by doing this sort of balance you would get more tanks doing tanker jobs instead of them all just fighting each other toward the main goal of camping infantry. It would also mean in fewer player battles that IF a enemy chooses to get a HE tank to spawn camp a few players. They would have the options and good chance to win by getting a AP tank to clear him out. A HE tank should be scared seeing a AP tank role over the horizon similar to how infantry run away when a HE Lightning surprises them. If the enemy only brings HE tanks while friendlies only bring AP and the enemy loses they will still only be "camped" by big target that have little effect on them. Creating the effect that tank vs tank you would increase the use of AP and therefor decrease the use of HE and lowering infantry "camp potential". At least from armor. Right now I have HE Lightning and AP, HE and Heat for the Vanguard, but I usually never leave spawn without HE because its overall good against everything... AND you have the chance to totally dominate infantry. Specially in the low profile Lightning HE with night vision. Thoughts?