An idea just crossed my mind... Pretty much after the one-sided HEAT/HE nerfs back in August, HEAT is fairly lackluster. Doesn't have much of a role. Usually it's used in most MBTs because it's the default option and Lightnings rarely use HEAT at all. The average Vanguard HEAT BR is 45 compared to the BR75 for AP, and for the Lightning the HEAT cannon is the second least used weapon (the least used of all being the HE cannon, which is redundant due to the default Viper). Now sure, HEAT is supposed to be the newbie-friendly generalist weapon. But it can't be called that anymore. The August nerfs made it impossible to OHK infantry with splash, meaning that in many cases a direct hit is required. Of course the AP cannon makes direct hits easier as it has a better muzzle velocity and a flatter arc... again negating any "generalist" characteristics of the HEAT shell. So what to do? Give HEAT a newbie-friendly role in AT warfare! See, in most cases you blow up tanks through one of two ways: kinetic or chemical energy. Kinetic energy is simply throwing something really heavy really fast at a tank and hoping that the tank armor is penetrated. AP rounds work this way and is why AP rounds are slightly faster than their counterparts. On the other hand chemical energy means causing a big enough explosion or high enough temperature (usually through an explosion) to defeat tank armor. HE and HEAT work like this. You can see the differences in the diagram below. Now you might say, "hey Colonel, who cares? The tank is dead either way, right?" And you might have a point. But the take away is this: AP shells rely on speed, while HEAT shells do not. All tank shells get slower in flight due to air resistance. So hypothetically if I was shooting AP rounds, the further the target was away the less damage my shell would do. This is because AP shells rely on velocity to do damage, and velocity decreases over time and distance. But if I were shooting HEAT shells, they would do the same damage (roughly) no matter how close or how far I was from my target. This is because HEAT shells would rely on the explosive payload, which does not change with distance. In PS2 terms, the suggestion is simple. Give AP shells damage decrease over distance. This means that while AP might be better for anti-tank work at close to medium distances, at a certain point the damage drop-off would favor HEAT. It's not a complete advantage because AP would still have the velocity/arc benefit, but at least HEAT becomes a niche weapon on its own. Now this isn't a difficult change... because plenty of weapons in PS2 already have damage drop-off over range! The mechanics are already there... they just need to be applied to the AP cannon. This change is also good for both newbies and veteran tankers. For new players, it is nice because HEAT is still an easy-to-learn consistent weapon. It always does the same damage at all ranges. For veteran tankers, it makes the game more complex. First, in the pre-combat phase tankers would have to guess the sorts of engagements they might meet (short or long range tank fights) and pick either AP or HEAT based on that prediction. This rewards tactical skill, like how infantry need to pick between CQB shotguns and long-range DMRs. Second, in the combat phase tankers would have to use their weapons at their optimum ranges and maneuver to the advantage. AP tanks would need to close-in with their prey, while HEAT tanks would try to maintain distance to their targets. Not only that, but identifying enemy equipment would also be an important skill. Overall AP would still be the weapon of choice for tank hunters... but this change would certainly shake up tanking!