On 11/13/2016 at 4:52 AM, Swifter43021 said:
There’s only one thing to describe my feeling right now : 
One more time, and I give up. You don’t even try to understand that it’s not how balance works.
So let me summarize it to end this topic.
We agreed that prometheus is really close to spark for both tank and dps.
Again, we agreed that Orelus is really close to spark on the fields (and better in any competitive play or Survival mode because r13 is harder to stack).
While for you it may seems like perfect balance : ships are close to each other.
Me, I see in it huge flaw in balance.
How ?
Both Orelus and Prometheus Fire don’t have 9% extra passive damage and 30 thermal resist. They aren’t supposed to have the same tank and damage. They should have a lot less in comparison.
So why does a mobile infantry like Prometheus Fire can be as tanky and powerful as a heavy tank like Spark while still being mobile ?
Because unbalanced buff.
No balance by numbers only done during the time when there is no system in place, after it goes live balance is done by actual experiences in real scenarios and heavily driven by meta-game and players, this is why there is always a reference to “we are collection statistics”, because if something is OP on paper, and yet 900 out of 1000 games it sees the light it utterly sux it will be tuned sooner or later, which will drive the meta game shift and will start the cycle again, that is how balancing works in PvP games. I have no clue where you got your idea of balancing by imaginary number in a vacuum, but that is not how things done in any of the live PvP projects.
No we don’t Prometheus F is not really close in DPS - Orelus and Spark are, because when you start doing diving with overdrive and overcharge, especially with commands/tacklers around, dps gap will grow, on top of that i made an example on an Ion beams on the initial minimum dmg tick, if you take into consideration Dmg grow on Ions, you will see how dps gap grows on a maximum dmg side even before you start doing bursting
No Prometheus F is not a mobile infantry. Mobility is something defining a tactical re-positioning, Apollo is mobile infantry, not Prometheus F - Strafe bonus is an Agility and not Mobility it helps in fighting but it greatly benefit mid range positioning builds.
And no, we do not agree that Orelus is better competitively, there are 2 major things working for Spark in “competitive” engagements
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3rd CPU slot
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R14 implant
3rd CPU slot allows to equip a ProtonWall - yes even gun ships equip proton walls on various occasions and still have 2 slots for 2x TTC or 1 TTC and a Horizon for example, If Orelus is fixed with his crit bonus that replaces 3rd CPU, but in those cases you are not always want an Infrared - for example spark with 2x TTC and proton wall will outdps Orelus with 1x TTC and Proton wall on a dive (overcharge+overdrive). Competitive game-play is made of times when it is just applying pressure and times when it is critical to have maximum output to make that kill. Yes Orelus has better tanking, but that is can be managed with dmg control during pressure, when you are getting full enemy attention R14 and proton wall are invaluable and literally life saving, where mere 10-15% survivability points would not matter at all.
On 11/13/2016 at 4:52 AM, Swifter43021 said:
Second, let’s admit that the matchmaker is totally unbalanced, and you did the same score as niripas in 7 minutes.
So you took 3.5 minutes to get 10 kills/assists. Half of the fight length. Now for 3.5 minutes you’ll have 3% more DPS.
BUT, for 3.5 minutes Orelus had up to 7% more DPS. Do you understand why it means? And I took a unbalanced score as an example.
That’s it for me. I give up here.
Matchmaker is fine, and I see no reason to have Orelus and Spark using the same builds - to each it’s own, before patch i wouldn’t even consider bringing r12 in my line up, now i have Spark and Orelus covering different situations in the game in their own way and that is what this patch is all about - more variety.