Cooldown, pure and simple. The more aggressive MAX players are punished since it doesn't take this long to heal, and if you Charge, get healed and then go back and eat something again, then obviously you can't just Charge back out. Keep in mind no cooldown was the reason old ZOE was a big reason old ZOE was considered overpowered - you could outrun infantry with it (like Charge), you did 30% more damage than normal, and the 30% extra damage taken (which gave basically 50% bullet resistance and no explosive resistance unless those were re-boosted back up) wasn't nearly enough drawback with a support team - and it could be flicked on and off with a button. An old ZOE MAX with max Flak Armor was, simply put, downright scary to fight to the point of being impossible without at least six people because it could move that fast and kill even quicker than a regular MAX. The whole point of charge is to either cover a distance quickly, or to race to back lines. Pure and simple, if you don't have enough people to hit those back lines, then your failure has nothing to do with Charge and everything to do with you not having a counter to MAXes that retreat to get patched up. Simply put, if you've already got enemy MAXes playing Spawn Room Warrior, you've already lost if you don't move your forces elsewhere. Find a different angle of attack, or regroup at another base and flank them. You also realize how silly this sounds when the same argument can be said, but in reverse, right? Here, I'll even do it for you. After all, your argument is forgetting the opposing side has MAXes too. Removing MAXes will not remove stalemates - if anything, it will prolong them. The bigger problem with Biolabs or Tech Plants is the limited angles of attack. Multiple angles of attack is what breaks stalemates; this is why when attackers hold only one spawn point in a biolab, all the defenders go there, but if they get two or three points, then it's much harder to defend. Ditto for tech plants: There's basically four or five entrances attackers can use without taking down shields. At the same time, the defenders are supposed to have a bit of an advantage - the problem is right now it's arguably too much. (This is honestly more of a problem for the tech plant than the biolab, since a tech plant is always focused on one control point.) Despite that, it's not impossible. Stalemates like this are often broken, or at least severely shifted, by MAX crashes. The defenders can't do a MAX crash under any circumstances (but they can spawn a group of them there... if they want severely overworked medics and engineers), but a dedicated group of attackers can. Get a squad and have them all go MAX and rush out at the same time - if that don't severely bust the stalemate, then frankly, you're boned either way. PS: Still disagree with your belief. The KDR Rambos are almost always rolling around in tanks. MAXes are situational, but when you got a group of 10-20 vehicles pounding away at a single spawnroom door, you're honestly screwed worse than you are with fighting MAXes. With the MAX, you at least got a small chance to get out and hit them. Good luck doing that to something shelling your spawn room shield from 200+ meters away. So this, again, boils down to "It shouldn't be able to get where I am." Yeah, sorry, that's not how things work. What's your next argument, "Defenders can defend too well, put the control point outside of the base?" "Attackers can't attack as good, they should capture twice as quickly as defenders need to defend?" MAXes are meant to force you to change your tactics and get you used to changing them. When a MAX comes in, you prioritize it, because if you don't, he fills you with lead. If you think a group can just rush up and face a MAX or two, obviously you're going to get schooled, so you bring in the right equipment - Decimators, AV Grenades, C4, AP mines. It's not that hard as long as you've got a remotely competent group of players. Otherwise, by your logic, anyone should be able to go on huge killstreaks no problem, and clearly there are some very bad MAX players out there - the ones who think they are Rambo because they have a MAX, rush the enemy, and promptly get their face planted in the ground. 350 resources is still a commitment. You can get those back quicker if you're a subscriber, yes, but not instant, and even if you could you have a cooldown timer unless you dump enough certs to reduce it to five minutes (which takes 2441 certs). The simple fact of the matter is that you can't always pull a MAX, so if you do pull one, you'd better make as much use out of it as you can get - because when you're a MAX, it's a huge "Shoot me!" target. (Next is, of course, the guy with the white helmet.) The best counters for a MAX will always be explosives and group fire. 3-4 people shooting a MAX will melt its armor. Treat it like that and it becomes easy, solo it and it wrecks your face. The whole point is when a MAX stomps up, you change your tactics to deal with it, just like vehicles. You're not supposed to solo a MAX. Get 2-3 guys who are shooting him with Decimators and the MAX is toast regardless of that engineer support, Charge, or Flak armor. He's nowhere near impossible to kill, he's just harder with Engineer support, just like it's harder to take a TF2 Heavy down if he's paired with a Medic. TF2 is a game meant for smaller groups of players, so yes, a Sniper needs to be able to take him out in one shot. Planetside 2 is balanced against groups of players, and so you sometimes need groups to take out a target like a MAX. Call out the MAX and more often than not eventually some group will go and wreck it. Throw some grenades before you try to pop the MAX, that will cause his engineer support to scurry away. When fighting a MAX with support, you have to think psychologically to break them up, you can't just blindly shoot unless you want to take a risk of getting killed. And yet you're still saying "If they can go where infantry can go, they're not balanced," when I've clearly demonstrated that they're just fine balance-wise as long as you get a group of people trying to take them out. Well then by that logic, let's make things like they were in Planetside 1. Let's make it so all tanks have one person whose ONLY purpose is to drive the tank, and the other people are the ones who actually get to shoot. It won't happen. Why? Because it's a free-to-play game and it's decidedly boring, that's why. It'd greatly cut down on the number of Spawn Room Shellers, but it'd also mean we'd see a hell of a lot less tanks out there because nobody wants to give up the certs. The only way it'd work is if the driver got the same amount of XP/Certs for every kill his gunners made. The MAX is capable of gunning down a bunch of people, yes. But it's also easier to kill than Vehicles, in a way, because that vehicle's usually got stuff that can tell it if someone is sneaking up, can hit you well before you can hit it, and - let's not forget - most vehicles are immune to small arms fire. This is why you get a nice chunk of XP for killing a vehicle, but only normal kill XP for taking down a MAX. MAXes are simply not as big of a problem as you think they are. They're balanced out pretty well, they're extremely deadly in good hands, but they're also crap in poor ones. You have to understand how to play as a MAX to really make the most of it. I've seen terrible MAXes. I've killed terrible MAXes. And then I've fought MAXes who were just so damn good that I had to approach them in a different way to score my hit. Long story short, they're not nearly as unfair as you think they are. They're only unfair if you think a solo player should be able to take down a MAX, and that's simply not what the game is balanced against.