The other two tanks have their own threads so I thought I'd stick up for the Vanguard. Advantages: It can tank more shots by default. It's ability makes it tank more shots. It has 25m/s more projectile velocity for all it's main guns compared to it's counterparts. It's the thinnest tank from the front. Disadvantages: It's combination of speed, acceleration and mobility make it the slowest tank on the battlefield unless you are going in a straight line for long periods of time. Higher damage per shot is meaningless if you can't leverage it somehow. It's the longest tank. It's ES topguns are bland or horrible. The Lightning is better (obligatory reference as both other threads say this as well). It's got the lowest skill ceiling. The only time it's main advantage helps the tank is when it's getting hit, rather than when the pilot does something good. A few suggestions to make the Vanguard more enjoyable to play (and fight against): The Vanguard isn't the best at any type of mobility. Give it the best reverse-speed and acceleration. As an additional option, give the Vanguard more weight and horsepower, allowing it to push other vehicles out of the way or damage them while ramming. Almost nobody likes the shield. Remove it and give something other in return. The concept art shown at the end has some idea's. Close-in air-burst munitions, a deploy-mode where it becomes an artillery piece (could work like a dialed down Flail), 20mm auto-canons in control of the driver to deal with light vehicles (Harassers, ESF) and infantry, reactive tracks that can deploy digging flaps for more grip on terrain. The main gun is a railgun, use that! Allow the Vanguard to charge it's main gun for higher damage per shot, higher velocity and the ability to penetrate vehicles and infantry at the cost of DPS if you charge it up. According to the lore the NC are about experimental gadgets and weaponry, not just shotguns and big calibers. Add some things that lean into that! Give them a short-ranged electric whip to deal with enemy armor at close range, overuse could cause the whip to ground itself into the Vanguard and cause it damage instead. Allow the Vanguard to alter it's ammunition on-the-fly. It would still be AP/HEAT/HESH but how the shell acts would be different. For example you can switch the shell to Canister, making your gun a large shotgun that preserves the original shell's traits. HESH would have the most explosive power per pellet and AP the least, but AP would have the highest velocity etc. Allow the Vanguard to teleport, using Nanites to disassemble and assemble again somewhere else. As experimental technology the Vanguard loses health upon each use (let's say 1000 health) as it's not put together correctly. The accuracy of the teleportation isn't perfect, so the Vanguard will teleport in a circle of a few meters along the ground of the targeted area, 0,5m off the ground (to ensure you don't fall through the map). Teleportation would naturally not be instant and would use sounds and minimap icons to alert VS and TR of nearby teleportation. Probably best as LOS teleportation. Laser guided shells could help with accuracy, with the shells having a small ability to move left or right as it flies. A concussive shell for support duties could work wonders. Deals little damage to vehicles but does cause a concussive effect even on people inside one. Also has an AOE to concuss infantry with. Does sacrifice one normal shot for this one. Just make the Vanguard better, it's the worst performing MBT right now.