I'm going to attempt to breakdown your breakdown of my ideas here. Sure, I won't say the other classes aren't powerful, especially in specific situations. But there is a reason that a large amount of BR 100s stick solely to Heavy Assault, because they get those kinds of killstreaks with enough regularity that it isn't entertaining. Nobody wants to post a video of them walking into a room, shield up, and mow down a few guys before they go into the next room and repeat. Well, maybe it's what they have always played and are used to it. I've started playing Medic on my NC now as a little project, to prove that similar KDs are possible with Medic or any other class as they are with Heavy, and a 1.0 kd player won't magically become a 3.0 kd deathmachine when he puts on the overshield. I don't disagree with you that other classes can't do well. [quote:Sure, I won't say the other classes aren't powerful, especially in specific situations]. But what I intended to say was that the HA is powerful enough that, while getting an amazing killstreak as a LA is impressive, it's not so impressive as a HA. The HA is, quite simply, a mathematically superior class when it comes to getting kills. Largest damage per mag, largest health pool on command, and highest alpha Tool. It won't make a bad player good, but the point still stands that two players of equal skill, one HA and one LA, the Heavy Assault player will almost always have the better score and more common killstreaks. It's my personal opinion that the reason (aside from being easy to play and phenomenal at 1v1s) Heavy Assault is played so often is because of it's adaptability. It's a Jack-of-all-Trades, with access to Anti Air, Anti Vehicle, and Anti Infantry Launchers along with their already powerful Anti-Infantry LMGs and Ability. The problem arises for the HA because it's a Jack-of-all-trades and Master of all. It's the best choice for almost any situation. Honestly, I don't see why this "versatility" is a problem. I'd rather have mastery in one thing as opposed to versatility. That's why I won't bring my SAW into a bio lab, even though you can make its headshot damage work. Engineer arguably has better AV options, and "anti infantry launchers"? Lol seriously? Engineers can snipe infantry with their turrets AND use them for cover (either one, even thoguh of course the ai one works better). This brings me to my next point, AI turrets brah. Anti-Air is a trait that is shared with the MAX, so i'll give you that. The versatility of the HA is only a problem because the other classes don't have the same versatility. This same versatility, mind you, encourages mastery. In the same way a tank can, with it's versatile loadout options, master in one target type (i.e. Anti-Vehicle), the Heavy Assault can diversify or specify it's Loadout to be AV/AI/AA oriented. Want a biolab fight? Bring a CQC primary, Decimator/Default launcher, and you shield of choice. Lots of Air in the area? Whip out the AA launcher. Tanks? Got a launcher for that too. Players are dissuaded from playing other classes simply because that class won't be able to deal with whatever Planetside in all it's big-battled glory throws at them. The other classes might be powerful in their own right, in their own element, but only the HA can deal with literally anything in the game. But this isn't a bad thing, so I suggest my next idea: As for the 'Jack-of-all-trades' thing, I propose this solution: Give all other classes access to AA/AI/AV weapons/tools tailored to their class playstyle. Light Assaults would need a set of weak, short range grenade launchers (or something), with AA/AI/AV variants (as well as an ES version?), Infiltrators need an Anti-Material rifle and a tool that Magnetizes tracking beacons to Aircraft (or some other soft AA tool), and Engineers need and Anti-Air turret. (would accept Medic ideas) C4 is probably best suited to the Light Assault (jetpacks work better than a running heavy or medic). Engineers get AV turrets as mentioned before, along with the all powerful mines. Infiltrators getting Anti-Material rifles? You think Lancer or Vortex spam is a problem, imagine the hate you'll get when the people using them are invisible. And with this idea, you're jumping on the "versatility" train that you seem to lambast when it comes to Heavy. If we added AV/AA/AI options to each class, just as all vehicles, MAXes, and HAs have, then they'd all be on equal footing. Perhaps not equal strength, I'm still all for the HA having the biggest, baddest tools and guns in the game, but they'd all have the same opportunities and versatility. As for the balance issues you brought up: The LA/C4 combo is quite powerful, arguably too powerful, but it isn't a tool, it costs resources, and has extremely minimal AA capabilities. Currently the LA relies entirely on C4 for anything other than AI work, which means that the developers can't even think about touching it's strengths or weaknesses without it directly effecting the LA's power. Giving LA's a set of AA/AV/AI tools would eliminate this balance problem, freeing them up to change C4 without nixing or overpowering the class. Engineers are in a pretty good place right now (and, as you'll note, are played as often as HAs, give or take) in the versatility department. The only thing they're lacking is an AA turret. Anti-Material rifles could potentially be quite annoying, but they don't have to be. They can be sufficiently weak in some areas and powerful enough in others to be a non-issue. Make them kill infantry in two hits, but not OHK headshot, give them a long rechamber time. Suddenly not a rifle that people will take out for AI work. Make it deal enough damage to Armor and MAXes (depending on weak spots) that it is little more than a support tool. No Infiltrator is going to take on a MAX or Tank alone with this, but it can still be used against them. Say, make it a three headshot kill on a MAX, 6 body shot, and it's an effective, specialized tool that adds to the versatility of the Infiltrator. Now, as for my thoughts on the HA shield change, this is solely to reduce it's immense situational power. The HA can not only deal with any possible situation, but it can deal with it as it happens because it's just an F-key away. Making the shield operate identical to the Vanguard shield would add risk and skill to using it. "Do I want to pop this now to win this fight? Or save it for a breach later?". Currently, the shield decision-making goes like this: "Being shot? Shield up!" There is potential for this change to make the HA ability a bit too weak though. If this change were put through, I would fully support an increase in HP gain. So there. Break down for break down, my ideas and reasoning. Tada!