TL : DR : They are 110% useless especially without engineers and not worth their price. They need a serious buff. In case you need the details, continue reading. ----------------------- Compared to MAXes, their closest infantry comparison, the Heavy Assault has : - Better DPS - Way better accuracy - Both AI and AV/AA in the same build - More utilities in grenades, medkits and C4 - Can capture points - Has almost no acceleration to sprint speed and all-round way better mobility - Can parkour for easy farms in Biolabs - Doesn't need engineers for sustained combat - Is completely free - Has access to and benefits more from better implants Meanwhile if it's compared to vehicles of the same price, they blow the MAX out of the water. Liberators melt ground vehicles, are quite fast (especially with Afterburner) and are also tanky. AV MAXes don't hold a candle, they take too long to deal DPS and are way too vulnerable while using sustained DPS AV weapons. MBTs... do I really need to compare them? Faster, Stronger, Better than MAXes. ------------------------- I do have a few ideas to make some of their kit less trashy. Most buffs range from pretty small to massive, with some reworks and added functionality to already existing gear. Kinetic Armor could make a MAX completely immune to small arms fire (or, as that is a tad too ridiculous, increase the MAX's resistance to small arms to 95%, granting the MAX effectively 40000HP versus small arms), and greatly increase the resistance to HMGs and Archer fire, in an attempt to make it a competitive choice to Flak Armor. Flak Armor could massively increase resistance to explosives that rely on fragmentation or impact to deal damage i.e HESH shells, AI mines and frag grenades, making them a better option for breaching into fortified positions or fighting in areas littered with anti-infantry explosives, but have significantly lower benefits against shaped charges like AV grenades, AP shells, Archer bullets and other vehicle-mounted AV weapons. Or, if possible, give them a massive resistance to AoE explosive damage, but provide a much lower resistance increase against direct hit explosive damage. Ammo Storage Container is now both a passive and an active ability, resupplying the MAX with ammo upon activation. Emergency Repair now also increases repairs received for the duration of the ability by 50%. ZOE can be turned on and off at will, but the ability itself is tweaked so in order to reap the ability's benefits, it needs to be active for some time. The drawback of increased damage taken is constant and also scales over the duration of the ability, but the movement speed, acceleration, fire rate and reload buffs also scale with how long the ability was active. So say, at activation, the buffs start out very small, but over time they ramp up to be very significant. To prevent the ability from being preemptively used, it lasts 10-15 seconds, naturally regenerates slowly and needs to be recharged by getting kills or receiving damage. Kills and damage taken while ZOE is active restore more ability charge. While ZOE is active, each kill restores some of the ability charge, allowing ZOE to remain active for longer. However, after being constantly active for a certain period of time (say, 30+ seconds or even 1 minute), the Overdrive Engine starts damaging the MAX thus requiring to be shut down before the MAX dies (the damage also scales over time, and can eventually kill the MAX outright). If a MAX dies while in this overloaded state, it explodes dealing significant damage, therefore making it a glorified suicide vest. The intent is to encourage aggressive play and the use of a MAX as a breakthrough tool. Aegis Shield can be planted into the ground, doubling it's current HP and acting as an immovable barrier to block doorways and incoming fire. It's HP does not regenerate over time and it can't be repaired. It can be retrieved from the ground by the MAX that placed it, restarting shield regeneration. If not, the NC MAX can start regenerating it's shield after 20/30 seconds upon placing it, and will begin regenerating shield HP after it has been destroyed. Lockdown now becomes more consistent, currently the fire rate, projectile velocity and reload speed benefits vary from weapon to weapon. Now it constantly is the highest value (in other words, Lockdown now always provides a 30%/35%/40%/45%/50% increase in velocity, reload speed and fire rate depending on level regardless of weapon used). This is a buff for some TR MAX weapons while using Lockdown, while it may net no overall benefits for others. Alternatively, a new TR MAX ability would be nice, Lockdown's power changes from weapon to weapon, and can either be quite useless or very strong. It isn't as versatile as other ES MAX abilities. Or we could get the Vulcan treatment, where TR MAXes get an universally useful ability, while NC and VS get a situationally powerful ability. ------------ Now, for the weapons themselves All anti-infantry MAX weapons : accuracy improved across the board, with significantly lower CoF bloom per shot. The idea is that while still fairly inaccurate, MAX weapons should still be capable of providing sustained fire. As-is they can't hit a broadside of a barn while firing in big bursts. Weapon diversity : Traits of most MAX AI weapons are amplified and as such they are specialized in each role. Most notably, the standard or "basic" MAX AI weapons are generally buffed, high capacity MAX weapons get slight DPS reductions but better CoF bloom along with a slight magazine increase, improving their sustained DPS. The idea : Currently, no reason not to use the most accurate AI MAX weapon (Mercies/Blueshifts) while NC AI MAX weapons generally suck altogether. Attempt to buff most of the weapons, add a few attachments to change functionality. I'll now go into details for AI MAX weapon changes, feel free to skip Terran RepublicDecent, but I think that Mercies are best. Onsalughts are fun, Mutilators have insane ammo capacity and Cyclers are alright, but could be a bit better, especially the accuracy. M1 Heavy Cycler Rate of fire increased to 430RPM, from 400RPM Bullet velocity increased to 500 m/s, from 450 m/s Bloom per shot decreased to 0.04, from 0.05 Ammo Pool increased to 540, from 480 Crouching Still CoF reduced to 1.25, from 1.5 Crouching Moving CoF reduced to 1.5, from 1.75 Standing Moving CoF reduced to 2, from 2.25 "New" attachment : Trident Burst - the weapon can no longer full-auto, instead after a wind-up the weapon fires 10 shots at 125% of the fire rate. Higher DPS during burst, but lower sustained fire rate. The Recoil decrease and CoF decrease is also worse, making the weapon with this attachment less accurate if one fires burst after burst in quick succession. M2 Mutilator Rate of fire decreased to 385RPM, from 400RPM Bullet velocity decreased to 450 m/s, from 500 m/s Magazine capacity increased to 120 rounds, from 100 rounds. Bloom per shot decreased to 0.03, from 0.05 Crouching Moving CoF reduced to 1.75, from 2 Standing Still CoF reduced to 1.75, from 2 Standing Moving CoF reduced to 2.25, from 2.5 New attachment : Automated Ammo Loader - the weapon has a 0-second reload allowing for non-stop fire, but the fire rate is reduced to 345RPM. Not sure on the Rate of FIre numbers, could be lower, could be higher. M6 Onsalught Rate of fire increased to 550RPM, from 492RPM Bloom per shot decreased to 0.04, from 0.05 Headshot multiplier reduced to 1.5x New attachment : MCG Firing Mechanism - has a maximum fire rate of 652RPM, but has to go through a spin-up time of 2-3 seconds with a starting fire rate of 400RPM. Alternate new attachment : Old MCG Firing Mechanism - Functioning like the MCG before the rework, weapon has to go through a spin-up time of 3 seconds before firing at 750RPM. MRC3 Mercy Rate of fire increased to 440RPM, from 426RPM Bloom per shot decreased to 0.04, from 0.05 First shot recoil multiplier to 1x, from 1.5x New attachment : Sabot rounds - increases bullet velocity to 800 m/s, headshot multiplier to 3x, improves all CoF stats with a 0.25 reduction, and fire rate is increased to 500RPM, but the rounds deal significantly less damage overall, doing 100 damage per round and bloom per shot is increased to 0.06. New ConglomerateMy opinion is that NC MAX AI weapons are extremely weak as-is. While they were a tad too strong before, now I only see an NC MAX once in a blue moon. Universal NC AI MAX gun nerfs are mostly reversed. Can't pull the exact stats out of my head, but generally NC MAX shotguns become much stronger, with longer reload times, and slightly lower fire rates. But this time, they actually deal damage. Some other changes include : CoF per shot is increased and fire rate of all the NC MAX AI weapons is slightly reduced, with the exception of the Hacksaw. This is mostly to slightly worsen the accuracy of unslugged shotguns and reduce their DPS a bit, without gutting their burst damage. Old NC AI MAXes would also easily win most engagements against other MAXes within 10m with ~50% of their HP remaining, so they could get a blanket 15% damage reduced versus MAXes to at least make it an interesting fight. I'd add this as a last resort blanket nerf in case NC AI MAXes handily beat other MAXes. Slugs are back! Their accuracy is substantially improved with great CoF stats, but suffer a fire rate reduction and significant damage drop-off past 25m. Overall reduces the power of slugs, but makes them much more consistent. Attachment for slugged MAX shotguns : Rubber slugs - 15%/25% velocity reduction and damage decreased, but slug rounds are silent and slow down the target, similar characteristics to the Tranquility, except the slowdown lasts for 2-3 seconds so it makes a difference. Attachment for unslugged MAX shotguns : Shaped choke - There is no pellet spread, all pellets are fired in a certain shape : vertical, horizontal, triangular, diamond, any shape of player's choice. They're perfectly consistent, but also less accurate at range, especially if the CoF is high. Mattocks - by default can switch between slugs and buckshot, overall a bit less DPS than pre-nerf. They also have the 2x headshot multiplier Hacksaws - More DPS than pre-nerf, but worse accuracy. Grinders - Keeps the 18 rounds in magazine, but becomes semi-automatic and gets the lowest DPS out of all the shotguns by far. Other stats are identical to the pre-nerf version, save for worse CoF and slightly reduced RoF Scattercannons get a few buffs to keep them in line with the others, stats remain mostly pre-nerf save for the reduced fire rate and CoF. Vanu SovereigntyIn my opinion, Blueshifts are great, and every other VS AI MAX weapon is trash. Cosmos was really nice with built-in Unstable Ammunition, but since that got nerfed, it's Blueshift all the way. They're all hilariously inaccurate. The aim is to make the other weapons more competitive and in-line with Blueshifts in terms of power.Quasar VM1 Rate of fire increased to 350RPM, from 337RPM Ammo Pool increased to 450, from 400. Crouching Still CoF reduced to 1, from 1.25 Crouching Moving CoF reduced to 1.25, from 1.5 Standing Still CoF reduced to 1.25, from 1.5 Standing Moving CoF reduced to 2, from 2.25 CoF bloom reduced to 0.045, from 0.06 New attachment : Plasma Fusor - Reduces fire rate to 240RPM, turns into a mini-Lasher. Secondary fire mode turns the gun into a melee weapon, casting a plasma sword/whip. Overall a reduction in anti-infantry capability, but stronger anti-MAX with secondary fire mode is capable of massive damage at hugging distance. Also melts light vehicles. Will continue this later, gotta pull out the old NC MAX stats from somewhere and think about other VS AI arms.