But the point stands - I was flying a R11 ship with mix of mk2, mk3 and military gear without any of those implants. They were flying R13 and better ships. All they needed to do was kill me. And they failed, terribly.
in terms of the sheer amount of games played in total vs one, your result is statistically insignificant.
here’s some stats tho: the performance difference between T1/T2 and T2/T3 is about 20-25%. not counting implants. if you add plants you can bump that to 25-33% performance difference. this include base stats, mods and implants.
as i’ve said before, that needs to be reduced to about 15%, which would be quite insignificant. by 25-33% is too much. it’s basically like 12v15 or 12v16… in terms of numbers… assuming you had a T2 vs all T1 team, which has happened to me on several occassions… but still, a 33% unit performance difference is just… overboard… not as bad a WoT tho… but almost… WoT = 40% dps and armor difference per tier… with 3-tier spread = 80% difference…
in fact, i’m probably underestimating as there are some implants which give huge bonuses… so the performance difference between tiers probably is about 40%, modelelled on WoT… good game…
in fact, the whole WoT model is built to push player up the tiers, forcing them to spend more as the grind increases, and since premium items of higher tiers cost more… a lot more… the reason for the 3-tier spread: i can’t believe that over 80% of the T-4/5 games i was in had T-6/7s… can’t even pen their armor, unless you buy premium ammo… it’s a no-win situation. even if you hit their weak point… nothing… not a scratch…
it’s not quite that bad since only a 2-tier spread in this game… bu 33-40% performance difference is a bit much… add on top of that the huge difference in performance between ship classes… and it’s a recipe for imbalance soup…
every single imbalance can basically stack… the unit class imbalances, on top of the tier imbalances… on top of weapons… what you end up with are abusable mechanics…
specialization and roles are fine, as long as they’re not too well-defined… if they are too strict you just end up with no-win situations… and no player likes those, especially since they can abused in conjunction with other imbalances that exist…
now take the largest imabalnce you can find and apply it to a whole fleet… it gets even worse…
the whole point in balancing is to iron out the differences, not make them more pronounced…
now getting back to the 0.90 update #2:
Projectile speed for all weapons now depends on the technological level:
* OnT1 speed is reduced by 10%
* On T2 speed remains unchanged
* On T3 speed is increased by 10%
* On T4 speed is increased by 20%
* On T5 speed is increased by 30%
this requires some serious facepalming…
more imbalances that i spoke of… the difference is def 40% between tiers now, since i forgot to add this into account.
now let’s apply some of the previous rules in multiplicative fashion:
let’s just say an assault has a 30% advantage over a command, as long as they can land their shots. and say the assult is 1 tier higher.
1.3x1.4=1.82… that unit now has a 80% advantage… oops… now stack some weapon imbalances on that… you could say he could end up with a 100% advantage… maybe a few percent more for experimental mods/premium ship, GS costs basically…
now start stacking such imbalances on entire fleets and you can easily see how this problem can get out of control.
message falls on deaf ears _ sound of crickets in the background