Planetside 2 is a game where you play as a nanite projection of a soldier which battles against other nanite projections of soldiers.. Your weapons similarly are actually nanite projections as well. As a projection you are not actually a physical being on the battlefield, and as such you are not bound by the laws of physics as normal physical beings and objects are; however there are certain limitations to nanite projections which prevent them from moving or acting at the speed of light, this the wonky physics which we as nanite projection operators witness during our play sessions. Nanite weapons fire nanite bullets which are designed to disrupt other nanite projections. This is how players die to nanite bullets. Once the disruption exceeds a certain threshold the projection's link to the mother ship and the projection dematerializes. This is why you never see blood on auraxis. Also note that nanite projected vehicles are built more solidly than nanite soldiers because they are built with extra dense nanite mesh, which makes them immune to nanite projected small arms. The ZOE module applies a thin layer of vanu plasma to the outside of a max. The benefit from this module is twofold; the plasma acts like a lubricant which allows the projection of the super dense nanite projected shell of the max to move slightly faster and it coats any projectiles fired in a all amount of extra plasma. This allows the. To move faster and deal more damage with each shot The downside to this module is that any incoming nanite bullets force some of this plasma inside the chassis of the max, increasing the rate which communication is disrupted between the max and the mother ship. The healing gun repairs the connection of the nanite projection to the mother ship. The repair gun does the same, except it cannot restore the connection fully if the casing containing the resource energy has been ruptured. Effectively making a repair gun incapable of restoring a destroyed vehicle.
Well, as much as anyone thinks his points are silly. They are valid. But still silly. In the end he does have a point. ZOE ability gives more then it takes. Aegis shield GIVES protection but TAKES your offensive ability. Lockdown GIVES more offensive capability but TAKES mobility. ZOE GIVES higher offensive capability AND Mobility but TAKES durability*. Bottom line: ZOE gives you two benefits at the cost of a single drawback. Now as for the argument that "we take considerably more damage". Eeeeeh, last number I heard was that it wasn't a loss of a resistance, just a flat "you take +30% more damage" (that's the *). But coupled with the mobility: Math and logic. Standard, you move slower, but take a hit for 100 points. You get shot at three times and you manage to dodge one of those. That's 200 points of damage taken, 100 dodged. With ZOE you are able to dodge two shots. Meaning you only take 130 damage while dodging 260 points of damage. You see my point? You don't NEED resistances when you DODGE the hit. ZOE gives you the best defense you can ever get: not getting hit. Not getting hit protects you from 100% of any kind of damage you can take (AoE's are a bit more tricky). Sure you take hits but you take LESS hits. And every bullet missed is damage not dealt. One more important point is, as I understand, the devs meaning to make the game so EVERY ability is useful regardless of faction. That, depending on the situation, every choice has a merit. With ZOE you simply break that. ZOE outclasses the standard MAX Dash in every way, shape and form. It outright REPLACES that ability. The other factions have no such choice. There is no "other valid option" for the VS MAX.
Now we need a medical expert to explain to us infiltrators how this guy can survive headshot from bolt action sniper. http://1.bp.************/-AKN7HbJzZOg/T3Y_syh35LI/AAAAAAAADeI/nymCPjoFfjI/s1600/planetside2_terran_la.jpg