First, I'd like to apologize in advanced because it's like three in the morning and I've been hacking at these scripts for six or so hours now, so I won't post a complete changelog until I wake up in the morning. Also, because of the major changes, I fully expect and take responsibility for anything missed/broken/overpoweredasfuck. I will, however, give a quick rundown of what's happened. Infantry: Pistols, NFAR/BEHR, Mortar, RPG, SMG1/2 all got reverted to how they were before. Machine Pistol and SMG3 were slightly nerfed to stay on the safe side, because I want to see how everything else fits together before bringing them on par with everything else. BEAR was left the same, though I reverted the changes to localized body damage. NFHR was given that 3-shot thing; I remember a lot of people liked it when it was 3-shots. Damage has been lowered and spread increased on it. HMGs have be overhauled (again). Due to people constantly telling me how important they are for a support weapon, I increased the ROF, spread, recoil and lowered the damage. The net effect is a weapon that for like 8 seconds can provide ridiculous covering fire. The spread and recoil *should* be high enough for it to not be OP, along with the falloff, but it might be a bit too strong. Scout rifle is gone, again. Grenades were untouched. Most of them had timer shortages, but they seemed fine to me anyway. Shotguns were mostly untouched, but I did the same thing as I did with BEAR and reverted body damage changes; it's going to be a decent bit weaker now. Most infantry-infantry resists got thrown out; scout has a 20% resist against bullets and rifleman 30%. Scout also has a 20% against grenades and 10% against mines. Every class has a 90% resist to seismics again. Weapon descriptions are going to be a bit off. Vehicle weapons: Plasma got a heat nerf, so it dishes out half the heat as before. Rails got a damage nerf, clip size nerf, heat nerf, speed nerf. They're all small; it's how it was back in 2.51. Dual small arty is back. Yay. So is medium arty, but who uses medium arty anyway? UML and BioML got reverted, which ends up being a small buff to both. Nukes were also reverted, so they're slower with less heat and more spread. Salvo was reverted, ends up being a nerf. Homing got buffed by being reverted, same with guided. Grenade launchers got reverted and nerfed. Every weapon that was added has been removed. Vehicle chassis: Pitches were reverted; NF heavies still have 2x3-slot MLs. They also have 275 chassis health while BE heavies have 225. Cost, base weight and plate counts have been reverted. Vehicle armor: Not a lot changed, actually. Plain got a health nerf with a weight and cost buff from being reverted. Composite was made a smidge more expensive. Regen is cheaper and lighter. I left Budget and Capacitive in; Capacitive got a slight buff from -0.05 to -0.04 decay rate. Vehicle engines: Compact engine was removed. Speeds were adjusted to be closer together. For researched engines, heavies range start at 30, mediums/APCS at 40, LT/AFVs at 50. Standard engine is 5 slower than the lower end of the range and so is reverse speed. AC is +0, Bio is +3, Gas is +5, Fission is +7 and 3-phase is +10. So, for example, a 3-phase Heavy would move at 40 with a reverse speed of 25, while an AC LT would move at 50 with a reverse of 45. Buildings: Turrets lowered from 75 to 50 resources; missile turn rate lowered to 1000 > 1400 > 1800 from 1800 across all levels. That just about sums it up. Feel free to complain to me when I wake up in the morning about how the game is broken after I get my beauty sleep. Shit's going to be rocky; I was originally just going to revert, then decided to put some changes in, then decided to put out an update at the end of the week (I was going to wait like two weeks), so things are somewhat rushed and done by the seat of my pants.