Problems: 1) The Double Fusion Bomb in its current state is too powerful against unguarded or unpiloted vehicles. Even if the Fire Dragon gets noticed, it is often hard to stop her in time. Furthermore this problem gets amplified if the Dragon uses a Falcon or Serpent as vessel for safe delivery or to block the enemy tank’s movement. 2) Despite its power, the Double Fusion Bomb is a One Trick Pony, meaning the Anti-vehicle capabilities without it or against a properly piloted vehicle are almost non-existent. A single, full Predator can be almost impossible to best. Emp-bombs prove a possible solution, but are one of the least used pieces or gear in the game, even less than Gravguns, requiring a much greater level of coordination. 3) Eldar are very weak in general defence, not being able to dig in and break the Storm as other factions may, making AV imperative. Many times a blob fight on a point is a struggle for survival until the Dragons have done their job. 4) Eldar Vehicles can, depending on the circumstances, be very powerful or very underwhelming. Their potential for quick delivery and road kill is excessive, whereas they are extremely easy to counter, almost impossible to protect and non-competitive in a direct engagement against enemy tanks. Philosophy: 1) The Fire Dragon is the only class dedicated to the Anti-Vehicle role. It should maintain a supreme reign in this area. However more counter play needs to exist to ensure transports are protected from suicide-bombers. Furthermore, in order to better compensate for it’s loss, Dragons should be able to build in a way that is not exclusively AV and be designed to counter another bane of the Eldar and the other side of siege-warfare: Anti-entrenchment. 2) Alternate, long-range Anti Vehicle Ordnance, specifically the Dark Reaper, needs to receive a buff, so Eldar are better suited to wear out Tanks over time as other factions can do using a Lascannon or Gravgun. Buffing the Dark Reaper’s long ranged potential may also help solving the problem of lacking defensive capabilities 3) As the Physics Engine does not allow a simple nerf to Eldar Roadkill, a workaround has to be found that keeps Eldar-vehicles a force to be reckoned with but doesn’t lead to unavoidable, sudden death. The Fire Dragon The general idea is to make the Fire Dragon something more akin to a demolitions expert, rather than a suicide bomber. A demolitions expert has the potential to create very powerful, very lethal effects that, however take a considerable time to prepare and can be avoided via caution and battlefield-awareness. 1) The Fusion-charge. I am sure most people will be familiar with what in most games is C4: A powerful explosive charge with very high damage that is planted and later remotely detonated. Usually it is supposed to destroy either structures or vehicles. That is what (Double) Fusion Bombs could be: They can be planted instantly, but will not detonate automatically on a timer. Instead they will take a moment to arm, consistent with the current timer on Fusion bombs between plant and explosion, and can then be remotely detonated by the user. In the mean time, any damage on the device will destroy it, rendering it useless without an explosion. In exchange, the effective radius is significantly increased, making it more viable against infantry and allowing to set traps for both infantry and vehicles. Should it prove too effective, a setup time could be introduced so the device can not be planted instantly, starting at 0.5 seconds. This removes the suicide-bombing, allows a cautious team to destroy the bomb before it can do any harm and gives the Fire dragon a way to attack vehicles in remote locations by preparing traps for them. The offensive potential actually increases, but it takes more effort to use and can easier be negated. 2) The Smoke Grenade. This one is pretty simple: The Eldar’s best assets in terms of anti-entrenchment are the flankers and disruptors who can rip apart the enemy lines. The biggest general problem is the inability to get close or survive under precision fire. The Smoke Grenade serves as a supportive utility to cripple the damage done on long range and creates visual noise to support the melee fighters. The specifics are TBD, but the general ballpark I am thinking in would be: 2/4 Grenades for 50/100 LP respectively. Radius of approximately 15 metres Duration of about 7 seconds Vision impairment inside the radius of about 50%, 80-90% when looking at the cloud from a distance. Possibly affecting Eldar less than opponents. Muzzle flashes or other light effects do not suffer from decreased visibility, so the clouds cannot be abused as easily for unpenalized fire without cover. The Dark Reaper I would like to point out that I do not usually play heavy classes or Reapers, so this is by far the area I have the least knowledge about. If my proposals are absolutely horrible, please let me know. 1) The Reaper Launcher. As it stands now, the Reaper Launcher substitutes at what we have closest to a sniper, as well as what comes closest to a Lascannon. Surprisingly it gets repeated complaints for being overpowered, which I strongly doubt. I will not address the Star-Swarm here, as far as I am aware they could just remove it, and focus on buffing the two main roles whilst also adding a bit of counter play. A Lascannon, aiming for weakspots, can effectively threeshot a Wave Serpent with very little we can do about it. Having the Reaper launcher doing the same to a Rhino would be excessive, however it should definitely prove a similarly lethal thread to enemy vehicles. The proposition is relatively simple: buff the damage to slightly less than ¼ of a Rhino’s health, so it can be taken out either in 5 hits to the back or 4 hits with a bit of damage from other sources. Now I am aware that it is harder for a Rhino to swiftly seek cover from a RL, than for a serpent to flee a Lascannon. Therefore: the counterplay: Make the projectile a destructible object with a rather large hitbox, so both Vehicles and Infantry have a chance of defending themselves if they see the attack coming. Alternatively it could be outfitted with a laser-pointer, indicating origin and target of the attack, also like a lascannon 2) The Shuriken Cannon. Generally a solid weapon, in relative TTK I see it far from being on par with a Heavy Bolter or other equivalents. You cannot shoot down everything that dares to engage you up front, and you can not kill people across the entire map with a few succeeding hits. Most importantly: you cannot choke a door with a killzone and prevent zerging incursions. At this point I’d simply start with a slight damage buff of maybe 10-20% and see, how things work out. After all for raw damage and choking, there is still the Tempest Launcher. The Wave serpent 1) Roadkill. Personally I believe many complaints about roadkilling come from people who just don’t look left and right before crossing a street. However driving myself, I do notice its more than that. For instance harassing a Rhino and driving over everyone that gets out, or exploiting outside spawns on contested Maggon A. The Devs have stated that adjusting the damage of Vehicle collisions requires solving the Physics engine, which simply requires specialist knowledge they don’t have. So, as a patchwork, I would suggest removing deaths from roadkill altogether. Make it a similar function as falling-damage (the less health you have, the less damage you take, I tested it on a very boring game of Blackbolt and its almost impossible to die from it), simply make it Armour-only or hardcap it at any specific amount. Just push people around, do a bit of damage, maybe stagger them, but let them live, at this points its better for everyone, including your own teammates. 2) Turret. In order to compensate for the lost potential in roadkills, drastically improve the damage output on the main weapon. More specifically: less falloff and greater accuracy. The current turret is modelled after the ones found on Rhinos and mostly solves to rid unwanted guests near the Serpent. I think it would work better if it had a more offensive function, mirroring the idea behind the Eldar faction. Don’t make it sudden-death, but make it powerful enough to chase away Gravguns or Lascannons before they can do too much damage. Also make it powerful enough to sustain some serious covering fire for advancing troops. Basically you can either try to park your serpent safely as any transport, or you can use it as a supportive combat-platform that can take care of itself, helping out the infantry around it. With these changes you keep the Serpent lethal, give it a greater chance to fight its hardcounters so it can stay in game longer and still get rid of the roadkilling everyone is so upset about. All of this without having to buff EHP. The Falcon 1) Roadkilling: See Serpent 2) The Falcon is currently extremely underwhelming in the use of its main weapons compared to a Predator or Wagon. It has been balanced out by the roadkills and the fact that a Dragon driver could still win every Tank v Tank-battle, but with that gone, the weapon itself needs a revisit. The Main gun has to receive a flat damage buff, there is no way around it. I would suggest enough to normalize TTK in Tank vs Tank battles (aiming for weakspots), using only the main weapon. Under that premise, a Predator using its sidearms will still win the engagement, as well as any frontal, long-range duel, but both vehicles will die if there is only a gunner and a pilot. The main weapon is still subpar against infantry in any way when compared to the Predators primary gun. On that note, I would not change the secondary weapon too much, as an increase AP-potential would make the Falcon directly more powerful than its equivalent, given its better manoeuvrability. The main weapon may remain a sniper, the sidearm could be used to finish off targets damaged by collision. On a side note: The primary weapon’s charge should not get randomly cancelled by abrupt movement.