After thinking about this issue for a long time, I would like to see if anyone can see a flaw with this idea. Keep in mind that the code for the new system is already in place, so the implementation time is “an afternoon” Currently, vehicle armor is balanced using two pairs of values: damage/hp and speed/speed to damage. From the standpoint of trying to balance anything, this is just about the worst possible system, as any change to one weapon affecting at least 5 interactions. From a player standpoint, the system is confusing: what about mgs? No mention in game of the "speed to damage" modifiers on any of the armor (I may be wrong), some in game information is misleading at best, outright wrong at worst. After working with the cannon/missile balance issue, I have come up with a rough definition of each by describing characteristics: Cannon: has arc, fast shell, high heat, dumb fire Missile: no arc, slow shell, low heat, may be smart As there seems to be little to no interest from either the dev team or players in changing the functionality of either cannons or missiles, further balancing seems to be somewhat difficult at best with the current system. In response to the issues with the current system, I offer a new system: Hp/damage individual resist for each weapon. Possibility of per chassis or per team chassis of each armor. How this might look for players Armor #1, 100hp, 20% resist to cannons (50% resist to rail guns) Armor #2, 80hp, 25% resist to missiles Rail guns 60 damage, (cycle and heat stats as is now) damage type "railgun" UML damage 100, type missile Homing missile damage 80, type homing missile Key points to note for the new system: hp, damage and resist are given in round, easy to calculate numbers, 100, 80, and some on. Match damage type with resist type (homing missiles are a type of missile, its logical) and quickly get an estimated survivability: 50% of 60 damage is 'about' 30, armor #1 will be able to survive 'a bit more than' 3 hits from a rail gun. Armor #2 vs homing: 80 dmg - 25% = 60 hp. Tank with 4 plates of armor will be out of armor after 5 hits. The good news is that this system can be tweaked to match the current 'balance'. This separates weapon balance from weapon handling, makes determining survivability a lot easier and helps lower the learning curve for new players and anyone who doesn’t have a chart for weapon specs. As a preemptive response to "omg overly complicated system", take a good look at the current system. Then take a good look at and the patch notes when homing salvo was moved to 3slot with the reason "kills BE tanks too fast" and consider "all BE vehicles get 15% resist to homing salvo".