Hey all - I've spent a lot of time reading threads here, tweets & reddit posts from a lot of VS players upset with the changes to Magriders - I wanted to respond to a few things and let you know what we're up to. I came in today exclusively to dedicate some time to driving around in the Magrider and checking out how it feels compared to the Vanguard and Prowler. I tried out all the various performance slot items, went to lots of suggested locations in the world and pitted the vehicles against eachother to see where the complaints are coming from. Now, i'm not a dedicated Mag pilot, but I've got a lot of hours in a Vanguard vs. Magriders so I have a decent idea of how they play and what they need to be successful. I made a bunch of notes about some issues that I found to send to the vehicle coders / designers to look into. - There are definitely some issues with getting hung up on small bumps / inclines that are above 40 degrees but are too small to seem like they should impact movement - we will fix this. - strafing, and especially strafing up an incline that's not perpendicular to non-sloped forward movement affects forward velocity in some situations where it probably shouldn't - we will look into ways to improve that. - I wasn't able to find any real areas where I could get places with a Prowler or a Vanguard that my Magrider couldn't get, but, that doesn't mean they don't exist - I just didn't find any. - When "stalled" on a steep hill, Magburner doesn't get you over it anymore. This is intentional. We have a limit to the angle of the hill that we want armor of all types to be able to traverse. Right now it's probably a bit too constrained on Magriders, and we will probably pull it back somewhat, but, Magburner will not allow you to traverse steeper angles than normal movement will allow. I've seen some posts about strafing speed being nerfed so now it's harder to dodge incoming fire. We didn't nerf strafing speed on the default or any performance chassis, although there may issues perceived to have to do with strafing speed while moving forward that actually have to do with new code which arrests movement on steep slopes (again, something we will look into smoothing out, especially the deceleration when you initially strafe while moving forward). The biggest impact here is probably the enemy MBT velocity changes (especially in AP rounds) that make it harder to dodge incoming fire, not your own maneuverability. The vision for the Magrider has always been to have it be the most maneuverable MBT. It's advantages come from it's agility, mitigating damage by avoidance, and literally running circles around the other MBTs in combat. However, that does not mean that they're designed to traverse any terrain in the game, ignoring roads and and instead going over mountains or avoiding bridge chokes and instead climbing up cliffs to short-circuit continental flow. They need to be able to smoothly traverse uneven / rough terrain and out maneuver other MBTs in armor conflicts but still obey the basic terrain 'boundaries' that are present in the game. That's where we think Magriders should be, and they're not there right now. There are definitely some tweaks we need to work on to make sure that they get there. As always, thanks for the feedback on these issues, it helps a lot! - mh Edit: I wanted to add something quick about MBT balance overall. The general balance for MBT vs MBT is difficult to paint a complete picture of in a neat chart, due to the combined arms nature of the game. We have a ton of different data from time usage, # of tanks fielded, # of shots fired, accuracy, top weapons used to kill, average lifetime and etc that we use to make determinations about game balance. One metric that is important as an indicator of balance is overall tank vs tank K : D ratio, now, it definitely doesn't tell the entire story when it comes to "how effective is ____ unit", but when tanks are significantly outperforming their empire counterparts in K : D vs each other it's a clear sign of a problem. Here's a chart showing the last 30 days of tank vs tank K : D worldwide. Note: GU 02 was on 2/2/2013, on 2/3/2013 we had an issue with Prowlers and Vanguards not able to fire their main cannons. As you can see, there was a pretty inarguable imbalance with the Magrider prior to the patch. When people ask why we did such an "extreme" change, this is why, and this is the result - as you can see it's not perfect, but we're in the right ballpark now. Again, I don't want anyone thinking that I said this constitutes the whole story on tank balance, it absolutely does not, this is just one view on effectiveness of MBTs vs eachother. EDIT: Previously this image was incorrect in the "Magrider vs. Prowler" graph on the bottom left, it's been updated.