bah i went ahead and done it
average effective base DPS
T1 = 182.55
T2 = 161.255
T3 = 168.89
average non-adjusted base ship health
T1 = 10,865
T2 = 12,814.4
T3 = 14,961
DPS : HP
T1 = 1:60
T2 = 1:80
T3 = 1:88
Marginal gains DPS and HP
T1 to T2
-11.7% Dmg
+18% Health
T2 to T3
+4.7% Dmg
+17% Health
Before I start - I’ll summarize first
T2 alledged imbalance is in high damage dealt and the inability for frigates to kill or survive due to visibility. recently buffed non-frig dmg:hp compounded that. Visibility and decision making issues are human factors, game mechanics have minimal bearing or can be mitigated entirely. (disregard extreme close-up cam when it was first implemented, that was partially fixed)
T3 imbalance is strictly an inadequate dmg:hp issue. human factors cannot mitigate the game mechanics.
Frigballs and Immortal Heals are 2 issues that should be looked at separately but they both hinge on 1 denominator, dmg:hp
Ship survivability have increased disproportionately more than damage from T2 to T3 ie. dmg rose by 4% health up by 17%
avg eff base dps remained almost unchanged in T3 from T2 at about 160++ DPS
avg unadjusted base ship hp however rose from 12k to 14k
and average base of 14k is grossly unrepresentative. if you used the screenshot above where there were 5 frigs to 7 non-frigs per fleet and took that as a common composition, you’re looking at:
average adjusted base ship health = 21,634 (5 frigs + 7 non-frigates)
but base effective DPS remains almost the same if not lower coz it’s unlikely to change upwards if you have more frigates so,
base dps:hp in T3 is closer to 1:128 compared to 1:80 in T2 where composition are more even
Frigballs
This is why frigballs work well. Because when frigates had 6 turrets and access to hi DPS fighter class weapons they shot harder on bigger tanks. Numerically it does not compute to fly anything less than a frigate. Non-frigs do have maneuverability over the frigate it’s orbiting but he’s not the one who’s gonna shoot you down, it’s his 4 other Guard buddies who have no trouble aiming at you.
The 3 ship classes are differentiated by Damage, Health and Maneuverability
Frigates Mid-Hi-Lo
Fighters Hi-Mid-Mid
Interceptors Lo-Lo-Hi
Now frigate teamwork negates the speed advantage and takes speed out of the equation so you end up with:
Frigates Mid-Hi
Fighters Hi-Mid
Interceptors Lo-Lo
Fighters on the other hand despite looking like an even alternative doesn’t deliver on the field
Hi damage is only true for Gunships. And they have Lo health with Hi damage only in bursts.
Command can potentially be classed as Frigate equals with Mid-Hi damage + effective health + fighter speed
Tacklers I don’t need to say more.
so 2 of 3 fighters are almost equally screwed as interceptors; only providing niche advantages in very specific scope.
although theoretically this can exist in T2, but with better dps:hp numbers, ppl get by ok. in T3 and at 1:128 base dps to health, frigate spheres refuse to die.
* also note how the 2 other Command modules also buffed frigate disadvantages, damage and speed. although valkyrie is available at T2, Gravi-scanner is not.
Now factor in added ship mods, active slots and passive mods into the mix. how much dmg can you raise versus health (resists and extenders)?
Immortal Heals
Here, Engineer heals and Command buffs extended this problem to non-frigs. Now interceptors and command ships are also refusing to die. The modules for it are not accessible in T2.
Interestingly if you looked at the originating video, the exact ppl who complained about it were also Frigate pilots
And the loudest opposition to heal nerfs just happen to be pro interceptor pilots. Those who used to rape interceptors complained. Those who are benefiting, defends.
I’m not pointing fingers, it’s pointless. More importantly however is … who’s right?
Both are justified. Frigs sees it as ridiculous. Inties says yay - we’re on equal footing now.
I fly both the inty (covops+ecm+recon) and engineer so I don’t give 2sheets how the polls go. But I do want immortal heals fixed. Why?
Coz it clouds the underlying problem… Too much HP, Too little DPS
That’s what needs fixing.
T2’s ratio is workable. I read T2 Engineer’s complaints but I don’t feel them. And I fly the Hydra2.
T3 is broken - and it ain’t just the Engineer.
If you were to raise DPS, interceptors gonna scream omfg why buff one-shot kills
If you lowered HP, T2 Frig pilots are gonna - GG, you’ve just lost another customer
If you rebalanced by tiers, drop T3 frig HP and maintained T2 frig HP … how much is enough or effective?
average HP in T2 is 12k in T3 it’s 14k only 2k difference…
Class limited main weapons may look like the way to go but it’s already a mess in current form and still might not solve 1 shot kills.
T2 inties are OP? why? Damage output or Frigate hp lacking? Numbers show neither and I’m inclined to say human factor is at work.
remember this:
Marginal gains DPS and HP
T1 to T2
-11.7% Dmg
+18% Health
Like I said, I fly the Hydra2 and I don’t see nor feel it. But then again I’m on all Blues.
Those OP interceptors? How sure are you they are not on all purples flown by T3 pilots who should have stopped trolling T2 5 weeks ago? How much do their piloting skill and better decision making influence what is or what is not balanced in T2 ? Can you quantify?
Water is all muddied. Hard to see without eliminating externalities. And there are 2 that’s making it hard.
-
Immortal heals getting in the way of judging a workable dps:health ratio
-
T3 - T4 pilots still flying T2 on purples.
It’s not a good day to be Gaijin.