With everything that has been said recently about the Heavy Assault Shield nerf, many believe that it will make the shields rather useless overall. So I thought, what ability could replace the shield and still make the HA distinct in its role? Right now the HA is more of a tank class that eats up more damage than others, and spearheads attacks that other classes just cant. Personally i believe this is an unnecessary role for HA, and that the role of Spearhead should be relegated to the MAX unit. (As a PS1 veteran of 11 years, this was how it already worked in PS1, MAX units were the primary Spearheads into congested choke points, while Heavys were a more flexible shock trooper.) In PS2, HA take on a more Anti-Vehicle role, being the go-to class for AV work. I feel a static barrier is unnecessary for this role. As even with a shield up, hits from vehicles are lethal to an HA. --------- So my first suggestion would be to remove the shield entirely from HA, and give HA a static HP/Shield buff up to 1100. (I'm not the best at math, but i believe this is the equivalent to having Rank 1 Nanoweave, requiring 1 additional shot to kill.) This makes the HA a little bit beefier than the other classes, and possibly even more so with Nanoweave/Flak added ontop of this extra HP. Yet, this wont step on the MAX units toes of being the primary damage sponge of an assault. And this is where my idea comes in. We replace the shield with a new Class Ability called Destroyer Mode. --------- Destroyer Mode will be an activated ability, similar to ZOE in that it is an "All or Nothing" ability, once you activate Destroyer Mode, you are locked into Destroyer Mode for its duration. The ability will not begin to cool down until Destroyer Mode expires. Destroyer Mode will have a base up time of 15 seconds, followed by a 30 second cool down. This allows for roughly 3 rockets to be fired before the timer expires. Certing into Destroyer Mode will shorten the Cooldown, but not increase the up time. 30/28/26/24/22/20 seconds by rank. Destroyer Mode will amplify the HA's Explosive Damage (Rocket Launchers/Grenades/C4) by 15/16/17/18/19/20% according to rank. 15% being default, and having 5 additional Ranks on top. Destroyer Mode will increase the HA's resistance to Explosive Damage by 20/21/22/23/24/25% Damage accordingly. (Possibly stacking with Flak Armor.) And lastly: Destroyer Mode will alter the Damage Type of the HA's LMGs to Heavy Machine Gun. Thus allowing the HA to damage MBTs/Sunderers/Lightnings/Liberators/Galaxies with their LMG. (At a lower value than their damage to Infantry, but proportionate to the damage the LMG does. I.E. the Gauss Saw would deal the most, due to its 200 damage rounds.) This would only apply to LMGs and faction HA weapons. Not to Shotguns (aside from the Jackhammer) SMGs, Battle Rifles or Sidearms. The Trade-off is that the HA Glows similarly to the current Heavy Shields, and each rocket or bullet fired leaves a significant, faction colored tracer (Like what ZOE does.) leading back to the HA. Making it quite obvious who is in Destroyer Mode and who is not, and where the shots are coming from. The HA would also move at a slower rate, similarly to the current downside of the HA shield. Making it even slower to move while ADS with a LMG/Rocket Launcher. ---------- I feel that this more emphasizes with the HAs role as an Anti Vehicle class that is slightly more durable than a standard Infantryman. Allowing the HA to absorb more Explosive Splash, and simultaneously dishing out more AV damage. Better allowing the HA to go Toe-to-Toe with Vehicles. But this then puts the HA at a disadvantage in Infantry Combat , due to slower movement speed while in Destroyer Mode, as well as Destroyer Mode not greatly improving their AI capabilities at all. (Aside from making Grenades stronger.) What does Forumside think of an idea like this? What would you change to make Destroyer Mode more viable/balanced?