Been tanking for a while both before (lots) and after (somewhat less) I'd have to say that as of right now, they need their buff toned down as they currently perform as good or better than their main intended vehicle counter and/or deterrent, the lightning, in nearly all aspects. Why? Because they no longer harass due to their durability, they instead hunt, despite devs saying: "ultimately the role of the Harasser continues to be to pick off wounded targets, and engage in hit and run gameplay" and I can show you why with numbers alone. Personally my thoughts is that harasser's tank shell vulnerability need to be 35% or higher. 35% vulnerability an ideal number as it allows them to still need three Lightning AP shots to kill or four with composite armor, but it prevents harasser from survive a fifth from scrambled repairs. But on to undeniable facts, like math. "Harassers" are quickly able to get in and out with a small, hard to hit profile, and capable of having an anti-vehicle weapon that are easy to aim and are as or more destructive as the tanks' cannons that are meant to counter them, and do so without having to hit the tank's flank. They can easily destroy targets while on the move while tanks have to be stationary to hit anything large as a lightning at medium to long range. And on top of that harassers can eat as many tank shells as a lightning which has almost twice the numerical health and more than twice the nanite cost which should be itself should send a clear "Unbalanced" signal to anyone with some common sense or who knows how destructive power harassers' AV guns are. And lastly, the fact that a significantly less expensive and less durable vehicle takes much less damage from a tank than a tank does from another tank is insane. Just take a look at the health and effective health numbers: Harasser costs 150 nanites and has 2500 health (3000 with composite armor which is used almost exclusively). The Lightning AP cannon (which fires tank shells) deals a base damage of 700 and since Harassers currently take 20% more from tank shells, they will receive 140 more damage than listed on the card, for a total of 840 damage. Lightning costs 350 nanites and has 4000 health. The Lightning AP cannon (which fires tank shells) deals a base damage of 700 and and since currently all tanks (including lightnings) take 50% more from tank shells and they will receive 350 more damage than listed on the card thus takes a total of 1050 damage. Now for some heavier math for what the above means: 2500 (standard harasser health) divided by 840 is 2.97, meaning you need 3 hits with a Lightning AP to kill, or a fourth if they've had any repairs at all. 3000 (composite harasser health) divided by 840 is 3.57, meaning you need 4 hits with a Lightning AP to kill, or five if they've haven't just started repairing as four 840 hits is 3360, and the time to repair 360 health in the rear/jockey seat of a harasser with it's current repair penalty is just over 2 seconds if the gunner decides to change seats, or the driver activates fire suppression which with composite armor heals 450 health, both of which will have plenty of time to do so when they realize they've taken a third shot. 4000 (lightning health) divided by 1050 is 3.8, meaning you need four hits with a Lightning AP to kill a lightning, or a fifth if they activate fire suppression after the third hit. Result: both need four hits from a Lightning AP to be destroyed, or a fifth if they've received timely repairs. Or in other terms, a harasser can survive the same amount of hits from a Lightning, as another Lightning, despite the harasser having 1500 less health and costing 200 nanites less. As for the math on how often you can spawn these two vehicles: If you spawn a Harasser and it gets destroyed shortly after (within 60 seconds or so), you can pull five more as it costs 150 nanites, and the nanite capacity is 750. 750 divided by 150 is 5. Thus, If you lose your harasser and you want to pull another one, you can do so without worry about not being able to use one for quite some time. If you spawn a Lightning and it gets destroyed shortly after (within 60 seconds or so), you can only pull one more as it costs 350 nanites the nanite capacity is 750, and 350 times two is 700. Thus If you lose your lightning and you want to pull another one, you've got to be sure you can keep it or put it to good use or you can't use one for a while Which means: that if a lightning and a harasser were to duke it out, and the Harasser loses, it can keep on coming back until they win, but if the Lightning loses, they only get a one extra try. And since Lightnings and other tanks have to be relatively stationary to reliably hit vehicles while Harasser AV guns can easily hit other vehicles targets while moving at high speeds, the lightning is an easy target to strike while the harasser is a rather difficult one. If you've read this far, then you now know that there is overwhelming evidence that the tank shell vulnerability of harasser's. It's not fun having needing three hours to type and revise a detailed, thorough, and unbiased post on why harassers are currently too durable to tank cannons. And yes, I made a backup. Personally my thoughts is that harasser's tank shell vulnerability need to be 35% or higher. 35% vulnerability an ideal number as it allows them to still need three Lightning AP shots to kill or four with composite armor, but it prevents harassers from survive a fifth from scrambled repairs.