The changes are not done and are not final, they are just the changes I submitted. Feel free to comment and/or let me know if I missed anything. Really, conc grenade was removed for virtually no reason. For reference, BE Heavy Tank has a base cost of 800. I have a feeling that this cost difference actually affected something. Especially now both tanks are not-so-imbalanced. I swear to cake, 0.3 0.2 0.2 max spread is...ridiculous. For referenece, SMG2 has 0.05 0.04 0.04. I am not done with SMG3, this is just rework_part1. Sticky grenade requires fuck ton of skills to use correctly, yet it's not very rewarding. To compensate sticky buff. Reason same as last patch, our little advanced coolant really isn't that advanced. It's the slowest engine, it has to be really good at cooling. First, they both have ridiculously long reload time, it's not like GLs blow up your base instantly or something. GL also has an unnecessarily long cycle time. GL's range feels like an old man pissing. Apparently, I didn't help bio MG enough. Reason same as bio MG, to make the weapon more useful. DUMG's DPS is still quite lower than HEMG, I feel it's reasonable to make DUMG more accurate than HEMG. Longer cycle time will give people more time to react. Shorter reload time to compensate. Longer guide range so it doesn't look fucked up. 50 = standard cannon weight. No other 2-slot cannon/missile weighs 50, this shouldn't be an exception. Less heat for obvious reasons, also less heat to target so it won't be OP. Slightly smaller explosion radius, so it rekts infantry less. I actually forgot to decrease the chassis cost for arty tank when I increased the cost of Compo/Deflective. I know this is a little more then compensation, but I also made artillery tanks more fragile in 2.8.0, so it might not be a bad thing to make arty tanks cheaper. Also a little more depression, so arty tanks will have a "wider" range. I already buffed their range significantly in 2.8.0. But apparently, these "short-range arty cannons" still need a little more range. 180mm arty will have a slightly longer range than 203mm. I know I've been doing everything to make "tactical arty" a thing, but I don't want arty tanks to just toss infantry, especially grenadier around like dolls. I want the tactical arty tanks to simply rekt building/vehicles. 0.06 might just be a little bit too much. After this, coolant engine + engi coolant + capacitive should be more viable. I think we are almost(if not already) there for Regen. Like the 10% damage reduction I added, all about making Deflective easier to use. But don't worry, I will not go beyond this, I know Deflective won't be Deflective if I keep dropping angle modifier. I should give Absorbant even higher bio modifier(definitely not 1, but higher than 0.45), but I don't want to kick Absorbant in the ass, we are doing this step by step. Less sustainability, just like BEAR. It has always been retardedly easy for vehicles to outrun turret missiles. 10% buff so med/heavy tanks won't outrun turret missiles, AFV/LT should still be able to outrun.