Can be used at render distance, perfect accuracy, takes two volleys to destroy a tank from the top armor, 8 shots. Courtesy of Pixelshader Note: This video is from after they fixed the damage being too high on PTS. This thread is about what the actual damage output will be, not the bugged one. 1.) Who needs a Liberator? This completely outclasses it. If you get two ESFs in on this it takes one volley from each of you to destroy an MBT. Compare that to a 2/3 Liberator with a Dalton or a Shredder. At the ranges this weapon is effective, the Liberator can't accomplish anything. At the ranges this weapon is effective, AA is an ineffective counter. 2.) Why pull a tank? AA is an ineffective counter, you can't out-repair the damage, and once you're under fire it may already be too late to save your tank. Going into any open area will be suicide as, just like AV MANA Turrets and Ravens, the only way to reliably make them miss is by going into cover. The only ways I see to protect yourself are to have constant ally ESFs capable of intercepting the ESFs using Hornets, or having a location with perfect vertical cover next to you at all times. ------------ How to fix the Hornets while still keeping them as viable options? 1.) Set a range limit. A distance where they still maintain the role of long-range AV, but where flak can still be a deterrent. 2.) Decrease the damage by 1/3. This would mean two ESFs could not coordinate at the maximum possible distance and effectively "snipe" tanks. A solo ESF would still be able to defeat an MBT in two volleys + nosegun fire during reloads, or exactly three volleys.