I know you probably would say : How's this gonna do anything? First, if you noticed, now MG/CN/ML are all being used frequently, only individual weapons that are obviously inferior aren't being used frequently. I can still remember the time when I'd rather load a .50 cal on my heavy tank than HEMG/DUMG, we are not going back. Second, DUMG is also being buffed(or, fixed), other MGs are popping up as well(For Bio/Plasma MG I am not sure, but really, they can't get worse). The problems with our current Plasma MG 1: Too heavy (70 weight lol) 2: You overheat yourself equally fast(probably even faster), killing the purpose of this weapon entirely. But Plasma MG actually delivers considerable heat to your enemy and this is very annoying. I am dropping both heat to target and heat generation. The problem with bio MG is that the cycle time is much faster than the bio damage interval. Every subsequent shot resets the bio DoT. These changes will guarantee at least 2 ticks of bio DoT for every shot. Because DUMG has falloff and its damage is being truncated for some reason (4.9--->4), our current DUMG deals 3 damage at all time, this explains why it's so weak. 0.04 spread is the same as chain gun, it's too high for DUMG. Fun fact : If you manage to land all shots on one side, a full clip of DUHMG will take down a heavy tank,, but with DUHMG you can only load 2/2/2/1 15 weight armor on your APC, that's glass cannon for you. Comment : This probably won't be enough, but .50 cal comes with DUMG and I don't plan to create a new OP weapon, so we'll see how it goes. Our current Absorbant only gives you useless extra weight, it's not even much cheaper than other superior armors. Especially now we have anti-vehicle MGs rolling around everywhere, 60 flat HP is just worthless. I am making Absorbant an actually cheap armor, a medium tank will only cost you around 500. 6hp buff and 15% damage reduction against vehicle MGs, so vehicle MGs won't just pierce right through it. Also, Absorbant shouldn't take absolutely zero damage from bio DOT, I feel that's kind of broken. But 1 bio damage modifier is kind of cruel, so I'll start with 0.3. Comment : You should only research Absorbant if you don't have ticket pressure, because Absorbant will still be noticably weaker than other armors, that means you'd lose more tanks. Composite is popular because it's easier to use, even though Deflective is still pretty competitive. This change is to drop deflective's difficulty to use. Cost increased so that cheaper armors can stand out a little bit, chassis cost is decreased to compensate this. Same as above, for cheaper armor to stand out. 60 flat HP is just waaaaaaay too low. You get melted before regeneration actually does anything. If regeneration stops working when there's no armor(like old time), this buff is definitely not enough, but now regen works all the time, so we'll see how it goes. Reactive is just plain armor with 120 hp, 20 weight is too heavy. But flat HP is pretty useful against vehicle MG/bio, so I think it should still be heavier than other armors. Capacitive Strikes Back. I am removing that annoying negative regen because it makes non-engi driver a pretty retarded option. Highest flat HP, but takes roughly 30% more damage from shells, 20% more damage from missiles, 6% damage -> heat gen Of course, 18 weight, if I give it 15 weight this will be the only armor you ever research. Comment : Probably the best option against vehicle MG. Currently, Railgun has 5 more DPS than ranged cannon. But railgun has smaller explosion radius, lower capacity, higher heat per sec, I'd say ranged cannon is an outright better option now. That's just so wrong for a heavy-only weapon. Not too much because I don't want BE dual rail heavy to dominate again. Less barrel roll. Just like railgun, 45 damage is too low. It's not a very reliable weapon on its own with that damage. One burst = one clip. It needs more ammo. Walls are too strong against tank weapons, the losing team can drop a few walls and effectively delay the game for a while. <-- A pretty good example, even though it's the winning team. Almost indestructible walls have caused quite a lot of stalemate, IMHO the only thing that should stop a bunch of heavy tanks is another bunch of heavy tanks, not a bunch of walls. Our current 30 initial damage is the same as SMG1, that looks so wrong, even though the falloff is different. This will give BEAR much higher accuracy, initial damage, minimal damage. Slightly longer cycle time, a little more falloff. Although very powerful, 20 capacity will make sure you have to use it wisely. But BEAR may be a little too accurate with ironsight, so I am nerfing ironsight modifier NFAR completely dominates NFHR at close/mid range, even at long range NFHR is unable to stand out due to insufficient damage/capacity. Higher damage/standing accuracy will give NFHR a chance to fight off NFAR at close range. Slightly lower crotch/prone accuracy so that's less rapid-fire-laser-rifle for you. Same as BEAR, NFHR might be a little too accurate with ironsight. This is actually so fucked up. This is why we have people complaining about how NFAR is a laser rifle even though its non-ironsighted accuracy is just normal. 0.85 is the same as BEHR. HMG needs help, it only has 75 capacity now and you lose stamina way too fast. Also it deals little damage, this is probably not enough but it helps. Because we don't know if we want tanks to be more expensive or not. So I am adding this first, to compensate the increased cost of Deflective/Compo/Capacitive. Ranged arty & HE arty are both useful. But Small/medium arty don't have much tactical usefulness, I am trying to fix this. Basically, longer cycle time, much higher single-shot damage, overall lower DPS. Because I don't think arty should fires like a machine gun. Larger explosion radius except for Ranged arty (I don't understand why ranged has largest radius.) Slightly longer range for Small/medium arty so they don't have to be ridiculously close to the target. Obviously, our coolant engine has 30 weight and it's not very coolant.