From playing planetside 2 the liberator has been in a rather odd place for quite some time making balancing the thing an interesting spectacle to watch. At this moment Liberators in its current state can only fill a very niche role in the meta which is just simply to go patrol around the map looking for small to medium size fights to oppress on people. It however is completely useless in a large scale fight where planetside shines the most. How is a liberator pilot supposed to even get close enough to a target to do damage without getting absolutely spammed by rockets, burster maxes, AA turrets and AA lightnings. You could say that because the liberators effective range is so short it makes up for it with sheer damage and speed, but that just is just not the case. The dalton in all its pride and glory has only one shot, a long reload time, non-existent AOE damage, and a travel time that requires the liberator to be in arms reach of everything that can kill it. The shredder requires that the liberator pilot hover above a target to do consistent damage leaving it vulnerable to everything around it. The dusters are extremely inaccurate with a huge cone of fire forcing lib pilots to get absurdly close to infantry to be effective. Finally the zypher is basically the heat cannon for air vehicles that requires at least three shots to down a soldier at full health. The liberator needs to be a vehicle that can get in, do the damage that it needs, and get out quickly for it to be relevant. The best way to start doing that is to remove the tailgun seat and instead have the tail gunner be in control of the nose gun of the liberator, not the pilot. With the tailgunner controlling the nose gun it provides enough consistent damage to quickly deal out necessary damage to infantry or vehicles then retreat. The pilots job is to simply make sure the aircraft is safe and that its gunners have a proper shot to do damage. It makes no sense for the pilot to consider using the gun since it can only really shoot forward forcing the pilot to align the craft so the main gun may not even have anything to shoot at. For the missing tail gun, it should be replaced with module options that can enhance the liberators ability in some kind. One module could be a temporary shield that can help the liberator eat flake rounds for the NC to stay in the fight a little longer, while another would allow the liberators weapons to go into overdrive for a short time to make sure the target is dead for TR, while another module can just turn the liberator into a purple dragon and make it go fast for VS. Or even have a targeting module that would allow gunners to better identify targets to shoot at so pilots don't have to communicate as much with the gunners. But the modules purpose should be to help the liberator excel at getting in, doing damage, then get out. PS: Nice to see that the dev teams not getting shafted as hard by bureaucracy and they managed to add a fleet carrier. If they are willing to go this far then maybe they may consider giving the liberator another look.