I know this thread may be unpopular with a lot of people, but it's something that's been on my mind after many hours in game, and countless youtube videos about this class. I really feel the Light Assault class is defined by one gadget, and one gadget only. I don't mean the jetpack- that's a suit slot. It's defined by C4, and how it's used by the Light Assault class. C4 takes a lackluster anti-infantry class and turns it into, potentially, the most lethal single operator anti-sunderer and MBT killer on the battlefield. Combined with the jetpack, we get the (in)famous "C4-fu". While it's great fun and exhilarating, I don't think that this should be the be all and end all of how the class works. A Light Assault class should be, in comparison to the Heavy Assault- a more mobile, more lightly armed and armored unit. It accomplishes this with a jetpack. Yet C4 kills on vehicles are more numerous than those with any single rocket launcher or AT mine gadgets- meaning the pre-eminent way to kill enemy armor in Planetside 2... is a LA C4 rush. This means that the Light Assault is, for better or for worse, -better- at killing vehicles in the current state of the game, than the game's dedicated AT class, the HA. What I would like to do, is rebalance the Light Assault so it is more in tune with it's own class concept, as a mobile infantryman instead of a flying jihadist suicide bomber. Because, I love this class, and think it could, and should be so much more than a one-gadget gimmick. My changes: Primary armament: Replace Carbines with Assault Rifles. Why is an -ASSAULT- Rifle, not used by an -ASSAULT- class. ARs are meant for mid to long range outdoor combat. Carbines are meant for CQC- but the LA thrives outdoors, where it's jetpack lets it scale cliffs, mountains, hills, bunkers, and rooftops with ease- but it's carbines lack the range and punch and precision for out-door gameplay. Once more, the only recourse of the class outdoors, is to pull out C4, and go into suicide-bomber mode. The upgrade here is needed, because of what I am suggesting next. Gadgets: Remove C4 from the list entirely, or, if not taking the rifle change above, reduce to one brick per Light assault, and give it instead access to Anti Vehicle grenades. I know, this seems like castrating the class, but it's really not, if you have a little perspective. If It has AV grenades, (say, a default of two of them, instead of one), it could actually kill light armor with just the grenades if you built it right- but it would take time. Time for people to counter it. But at the same moment- this change actually increases class survivability: You can throw an AT grenade a lot farther than a C4 pack, and there is no risk of dying before the grenade goes off, ruining your efforts. (All of us C4 fairies know full well how annoying it is to get a pack or two of C4 on target- and die before we can hit the button.). This improves survivability, and general versatility. Keeping one pack of C4, however, means we can -hurt- tanks and vehicles badly, but not kill them on our own, unless we have grenade bandoliers- but that way, we have to dedicate ourselves to that task in specific, and actually make sacrifices to do so- instead of it being a given that we will have 2 C4 bricks in that slot. With AV grenades, and a C4 brick, we can kill, or set on fire any vehicle in the game, but not as easily as before- giving them less frustration, and us more survivability, especially when it comes to killing MAX units- we can use AV grenades without blowing ourselves up as often, while being effective anti-max units at the same time. Optional: Keep carbines, and add battle rifles to the arsenal of the LA- that way it could serve as much of a mid-long range role as the engineer or medic can, without losing anything. Also, if removing C4, may consider making the Archer AT rifle into a gadget slot for the LA, replacing C4, and combining with AV grenades to have a light anti vehicle class that specializes in harassing enemy vehicles from odd angles. (Keep in mind, the Archer does a lot more damage on sides and rears of vehicles than the front- where engineers typically have to shoot them.) Pros: The class now serves a light-assault purpose in truth as well as name: Doing AT a bit less than HAs, but still a credible threat, especially when teamplay is a factor. More versatile class, with enhanced open field capabilities, and a less gimmicky playstyle. Less hate from the sizable number of LA haters out there. Did I mention assault rifles? Come on. We all know those are -wasted- on the combat medic class. Improved survivability against maxes and vehicles, due to longer range of engagement against vehicles. Cons: Slight to moderate loss of anti-vehicle capabilities. Other than that, we're getting essentially flat upgrades here.