**If you take the time to read this, which takes about 3 minutes, you might understand my thought process. If you just skip to the end and read the TLDR, you basically just read the back of the book and judged the cover.** Up until now, I have never really played VS. When the game launched I made 3 characters, bought a few things, and then let the VS char sit there. After being pummeled by the Vanu alert after alert on Connery, I finally decided to go back to the one I rolled at launch (who had 10,000+ certs sitting on him) and outfitted him for a quick combat test. I see now why the TR have been getting steamrolled week after week. - For the MAX: Fractures versus Vortex. Wow. I was flabergasted how EASY it was to score kills with dual Vortex AV guns. I was scoring kills beyond spotting range due to the zero bullet drop the rounds have. You just point and shoot. No arcing required. Try to do that with dual Fractures, and it's not even a contest. Add on ZOE and....the universe explodes. I think it's amazing that ZOE not only increases damage but lets the MAX have superior mobility too, compared to the TR's lockdown where you are rooted to the ground and are forced to take any damage in the face for the bonus in dmg it gives you. Then there are the TR MAX chainguns compared to Quasars. Again, no contest. Where I would struggle to hit at any meaningful range with TR chainguns, the Quasars were chewing up with no trouble. I was blown away. - For the heavy: I thought the TMG-50 was hard hitting (the LMG that came with the Alpha Squad preorder). Then I used the SVA-88 (the VS Alpha Squad version). It's like a laser beam. Pew pew. Dead. Pew pew, pew. Dead. I was burning through ammo so fast I had to rearm a few times before finally dying. My kill count was around 11 or 12, and jesus the time to kill was FAST. - Striker vs Lancer: Striker can't target base turrets, is difficult to get every missile to hit due to loss of missile tracking if ANYTHING gets between the weapon crosshairs and the target, and has a longer time to get all 5 missiles out to do the damage assuming that all 5 hit for every salvo. Lancer has no problem hitting base turrets, even at extreme range where they can't even hit you back, can be charged up so all rounds hit at once for maximum instant damage, and has no issues with tracking. You point, you fire, the damage is done. No waiting for the rounds to get there, no wasting rounds because of the chargeup. Plus, with the Striker you can't really tell the missiles where to hit on the target. They could very well end up all hitting in the front where armor is strongest. Using the lancer, I can choose which part of the target to hit to inflict maximum damage. Also, flares/IR smoke are meaningless with the Lancer. You just shoot through all that stuff, instantaneous. As a TR player, it's such a chore to get the lock (which takes precious time), fire one missile to see if the target has flares/countermeasures, then continue with the other 4 missiles assuming the target hasn't already ducked behind terrain or obstacles because of the big flashing "LOCK ON" message on their HUD. If they do you have flares, then you have to wait for a re-lock, then fire the rest....again assuming the target hasn't gone for cover, which in my experience they usually do 90% of the time. The Lancer is superior in every way to the Striker from what I saw. - Anti personnel mines: Claymores are lacking compared to the prox mines. 360 degree detection vs a narrow cone....plus the claymore model is larger then life while the prox sits flush against the floor (and in most cases sinks out of sight through the floor). I didn't try medic or LA, as I don't really play those classes at all. The only class that felt the same between TR and VS was the Infiltrator. The bolt action is just reskinned in VS colors. The prox mine is the only difference. So...in my opinion, the Vanu have a clear edge over the TR in both infantry and anti-vehicle weapons. You can say I'm wrong, you can say I haven't factored "this" or "that" into my thought process. It doesn't matter. I've been playing TR over a year and just one day of Vanu with all the toys unlocked made me feel like a God wearing spandex. I can see why 4th faction players would gravitate towards the Vanu because of the ease of their weapons. No bullet drop, instant laser accurate damage at extreme ranges with little danger of retaliation in some cases. They're definitely for the newer players, as it's more forgiving. Personally, I'm going to stick with my TR guy because I don't enjoy steamrolling other factions with 3x the pop as has been happening on Connery. I'd rather play the underdog and feel rewarded for killing overpop zergs, especially ones with the amazing weapons that they have. Flame if ya want. Doesn't matter to me! TLDR: No bullet drop, instant damage with Lancer + charge shot vs Striker + waiting for lock, waiting for flares, relocking and firing all 5 missiles while keep cursor over target for all missiles to hit, 360 degree prox mines flush with the floor vs large boxy narrow cone detection claymores, ZOE gives dmg bonus + mobility vs TR Lockdown giving dmg bonus (thru faster fire rate) but roots MAX to ground = no mobility, TR MAX Anti-armor Fractures have substantial arc vs VS Vortex rounds which have no arc and can be charged for instant full damage on target at extreme ranges.