Tank Changes We’ve started on some adjustments that are intended to encourage more exciting and interesting tank game play. Currently, when a tank needs to move quickly, their only option is to go forward, which may not always be a good option. It limits the tanks options on how to get into position and can make getting caught in a bad position overly punishing. This encourages players to play overly safe by playing at a slow pace and keeping their distance from threats. So here are changes we’re working on to help with these problems: Tank reverse speed and acceleration will be made identical to the tanks forward speed and acceleration. Gives tanks another option to evade when caught in a bad position Allows tanks to retreat without having to expose rear armor Improves a tanks ability to evade C4 and other weapons Primary tank turrets will be stabilized. As the tank goes over rough terrain, the elevation of the turret won’t change with it (unless it hits a constraint). Being able to more reliably fire on the move opens up more tactics Tank effective ranges are being reduced. This consists of adding gravity and slowing down projectiles. This should encourage tanks to get closer to the targets they intend to fight. With the above three changes combined we hope to see tanks more involved in the battle. They have to get in closer which is more interesting and exciting, and at the same time are faster and more capable of shooting on the move. Liberator Changes For Liberators, we need to better balance the risk vs reward factor. We feel the risk for the Liberator is not high enough in most situations. Here are the changes we’re working on to address this: Effective range of Belly guns is being reduced. This consists of slowing down the projectiles. We feel the current range makes it too hard for ground forces to defend against the Liberator and makes it too easy for the Liberator to escape once it comes under fire. Lowering the range puts the Liberator more at risk and gives ground forces more time to respond, whether it is ducking for cover or returning fire. Roles of belly guns are being better defined and receiving a reduction in effectiveness versus personnel (except for the duster) Dalton is intended to be the premiere anti-tank weapon Zepher will be similar to Dalton, doing slightly less tank damage, but being slightly better at anti-personnel due to its 6 round magazine Shredder will be similar to Zepher in terms of tank damage, but by virtue of being a chain gun it will be slightly better against fast movers (harassers, aircraft) Duster is intended to be the premiere anti-personnel weapon and will be receiving some buffs Ammo capacity is being lowered on all belly guns This is also part of the risk vs reward. These guns have so much ammo that they can just be spammed. This change is intended to make gunners think about whether or not a shot is a waste of ammo. The bulldog will be receiving similar treatment that the belly guns are. Its effective range will be reduced and its roll better defined. Right now it’s good at everything including being better at anti-air than the walker. We’ll be reducing the projectile speed and possibly the blast damage to push it towards its intended role of a supplemental anti-ground weapon. The tank buster has a 90+% equip rate and completely eclipses the other nose gun options. It is too effective against heavily armored targets and has improper risk vs reward. We’ll be lowering its damage so that it is closer to the Vektor. It will still be stronger, just not by such a huge margin. Finally, the improvements to Liberator stock resistance to tank rounds and some heavy assault rockets made during the Liberator update are being reverted. The original change reduced too much risk. The stock Liberator will be back to being destroyed in around 2 hits from these weapons. Composite armor will still provide additional resistance but will ultimately be less than the current version. ESF Changes Moving along with the concept that the Liberator is becoming more anti-vehicle, there are some adjustments being done on the ESF side of things: Rocket pod effectiveness against vehicles is being reduced. They are all around to good. Good at killing infantry and good at killing vehicles. Lowering their effectiveness against vehicles further defines the Liberator as the anti-vehicle air option. Air hammer effectiveness against Liberators and other heavy armor vehicles will be reduced. The weapon is capable of doing too much DPS to these targets. Edit to include reply: Some clarification and answers for some of the common questions / discussion points I've seen. Details on the tank velocity changes For the tank velocity changes we are looking at adding 1 gravity for all tanks (from 4 to 5) and changing how velocity scales, using Magrider HEAT as the baseline. Right now Magrider HEAT has a velocity of 200. That will likely remain unchanged. Currently the next ‘tier’ up (Magrider AP, Prowler HEAT) increases the velocity by 25, and the next ‘tier’ increases it by another 25, and so on. What we are considering is lowering the increases of 25 to increases of 15. So Magrider and Prowler HEAT would end up with 215 instead of 225, Prowler AP and Vanguard HEAT at 230 instead of 250, etc. So the Magrider will be the least affected from the velocity change. How does the reverse speed change affect Racer / Rival? Racer will increase both forward and reverse speeds. Rival will no longer have a bonus to reverse speed. We realize this may cause Rival to become less attractive and we’ve got some thoughts on how to improve the Rival chassis if this happens. Details on Liberator range changes Similar to the tank changes, we are using Zepher as a base line and intend to lower the Dalton match the Zepher. Currently Zepher has a velocity of 200 mps (which is identical to a Magrider HEAT round) and we’re considering bringing it down to 175 (which would be identical to a HE tank round). Details on Tank Buster changes I’m seeing a lot of comments that the issue is not the tank buster is too good, it’s that the other nose guns are bad. And instead we should buff those. The simple reply to this is the Tank Buster is so far out of line compared to the other guns, the first step we need to do is bring it closer in line. Once they are closer we can make a better assessment on where the nose guns are and make further adjustments. The feedback is tank buster is too good and the numbers back this up (and not just equip rate numbers). The alternate approach does not help us fix that.