Hey guys. To the request of Cerium and uh... I forgot who else - I'm making this thread mainly to list my complaints and suggestions regarding the balancing of the zone and provide a thread for others' opinions. Now, before this I would like to make the disclaimer that I am writing this from the perspective of a warbird user that's moderately tricked out. The main problem right now is with the Terriers who are grossly overpowered, as evident by everyone's rush to getting one. The main complaint that comes up in-game is the Terrier's ability to spam Plasma Cannon without regard for energy, due to the terrier's high recharge. Going up against a terrier with Plasma I usually find myself attempting to dodge the wide spread of the bullets too much to inflict enough damage to overcome the Terrier's high recharge - and the terr's high maneuverability isn't helping the situation out either. In another example I've unleashed my entire energy shooting at a terrier not only not killing it, but also leaving it enough energy to fire a couple Plasma Cannon shots back at me. That Terrier admittedly had ZPM, but the point of high-end equipment is to give an advantage, not invincibility. Solutions brought up were raising the energy drain on the plasma cannon, though personally I think that would hurt other ships who use it more than it would help the situation. Another idea was to remove the multi fire from plasma cannons (I was amazed to find out a mid-range l3 gun had multi in the first place), that would limit the spam-spread for terrs, and also make it easier to counter terriers. Regardless, I feel that tricked out terriers are a bit too maneuverable for a 'big ship'. It maneuvers as well as a warbird in all field other than top speed. Another issue was new players' difficulties with ammo. Would it be possible perhaps to turn the pea shooter into an ammo-free gun? In the same field of money issues, there's also a problem with money gain when there aren't many players around. In numerous situations newer players give older players 0$ for kills. Now while this helps get rid of trade-killing when there aren't many people around, and eliminates newbie-killing, it also created a situation where older players simply will not play. The new players find no-one to play against (since they are a waste to fight), and also become a nuisance when playing since one needs to avoid them when fighting someone else. In other news - nobody is playing a weasel. Weasels got nerfed too much in the update. I can't really put my finger on what the problem is because I did not play one, and hardly saw anyone else playing one that could give insight into what the problem is. The MAIN issue with variety right now though is the fact that terriers are the "be-all" ship. Not getting a terrier right now is very simply a bad idea. I'd like to end this with a bit of a brown-nosing; I'm actually pretty happy with the update. I think it addressed some important issues that were up pre-reset, and introduced some novel ideas. After I got rid of the whole "Noooo I lost my pretty ship" feeling and gotten used to the new ammo system, I was rather glad of the change, and I actually feel some respect towards the devs for having the cohonas to take a popular zone with a working system and trying something new with it.