Essentially, the mass heals have been nerfed far too hard. I did try thinking up a way to counter frigate balls, but it was disregarded, so I’ll put it in this way:
Yes, they are overpowered for interceptors and fighters. Restoring 260pts of shield per second to a darned interceptor with 4000 odd shield points is ridiculous, and that’s not counting any modules said ship may have to improve its natural regeneration. If mass heals were percentage based, say 2% shield to all ships within xxxx metres per second, this would leave interceptors with a regen of 80pts per second. That’s about a third of 260. And that’s 50 seconds for a full heal (natural regen not included). Everyone has to sit out for an equal length of time before diving back in, instead of damaged guard frigates taking a good two minutes to get ready, and interceptors simply flying past an engy and ready to go once again.
Neither was the range much of a problem. 4km was a nice value: I could hide behind asteroids a way off and still provide some support for my team members without having to expose myself to focus fire. Granted, for remote shield generators, the range nerf was sorely needed. It now makes frigate balls much easier to take out with a well-placed nuke (EDIT: I’m not endorsing nuke spam, merely stating it would be more effective for this use). However, some players think the previous ranges were a little too large, so why not this:
Experimental at about 4km instead of… 4.8k, was it? That was far too large anyway.
Mk3 at about 3.8km
Military at about 3.5km
Mk2 at about 3.3km
Mk1 at 3km
If remote shield generators are that much of a problem, why not make them so that they only heal yourself, one target, and short out both yours and your target’s active modules for a good 7 seconds or so. Missile shield defence for engineer balls? Gone. Interceptor repellent? Gone. 7 seconds seems about an adequate time for a small group of interceptors to dive bomb one or two of the frigates and run like heck before the pulsar re-engages.
the 2% is too few, when attacked i’d like my engineer to atleast repair a bit of tank while getting hit
perhabs 4%? would still require 25 seconds but allows to fend off some slight damage. Or 3%, ~33 seconds, still doable to fall back and repair without having to wait 1/12th of the match before you can truly attack again.
edit: I’d prefer the current system, but since the devs seem intended on nerfing T1/2 soon we will rep more with 3% than with a boost in numbers…