These things exist, and I expect them to be used.
I'm not in a wing often enough to leverage regeneration sequence and I don't think I've ever used premium ammo outside of testing (my CMDR would rather save the materials for engineering or when they were actually a matter of survival, and how much damage his weapons do, while perhaps the difference between running or winning, is pretty much never going to be a matter of survival), but I certainly don't see anything underhanded about players having their CMDR use all the legitimate tools available to them.
That said, regeneration sequence, even after being nerfed, is comically unbalanced when leveraged well, and anyone trying to setup an event that's supposed to be enjoyable to watch or participate in would do well to ban it. Barring the use of premium ammo also makes sense, because it's easier and less wasteful for no one to use it than for everyone to use it.
My CMDR tends to leave crimes on when he's not looking for trouble and turn it off when he is. I do find it somewhat annoying as a player (and CMDR) when I'm attacked while I have crimes off by those who have crimes on, but ultimately, I consider using the environment against an opponent to be fair game, unless an explicit agreement has been made not to. Police intervention is usually pretty lackluster and only the notoriety gained after achieving a kill is even an inconvenience.
Healing beams are as broken as the rest of the engineering. But at least they only serve to keep people alive, I haven't heard the last time a healing beam was used to gank some poor Eravate Sidey...
You can't separate 'keep people alive" from being "used to gank", if the one being kept 'alive' is the ganker.
This was a friendly 1v2, but had my CMDR been pulled against his will, regeneration sequence would have been the difference between who had to flee and who was left, given similar loadouts:
[video=youtube;zcyw_n15Nao]https://www.youtube.com/watch?v=zcyw_n15Nao[/video]
One heal beam can be overcome pretty easily in a wing fight but the main problem is when EVERYONE has them. In most games, if you spec into the healer role, you're significantly less effective as a damage dealer but in Elite, you can still do a ton of damage and be an effective wing mate. The lack of downsides to running heals is the biggest problem.
Personally, I'd like to see heal beams transfer shields from one ship to another so you could have someone spec into healing with a beefy prismatic and SCBs. That way, there is a fixed amount of MJ in a fight. At that point, the rate of healing/transfer doesn't matter because you can truly focus the healer and make them bug out instead of seeing a full wing pulling infinite MJ out of the ether.
I agree with the bulk of this, but I'd just remove the effect entirely. No point in balancing it, from my perspective, because even if it was perfectly balanced, I'd still find it silly and undesirable.
As I said in my post those that use premium are generally bad and use it to close the skill gap... and the typical response to those that crutch on it is as you can see "there is nothing wrong with it", premium should be removed entirely... it only serves to give an advantage to those willing to grind for it, and even then its super easy to grind for if you know where to go.
Personally, I'd completely removed all ammo synthesis; make materials consume cargo space; make non-ammo synthesis require it's own module and take about ten times as long as it currently does.
I suspect this is a terribly unpopular opinion though.
That sounds like the view of someone on the higher tiers of PvP.
Not sure it's that cool if your an average PvPer.
But I'm not a PvPer so who knows.
I'm a PvPer in the sense that my CMDR is frequently in direct, violent, confrontations with other CMDRs.
However, the experience I'm after is more along the lines of 'survival horror' than organized contests of skill/sport.
Aren't there different types of PvPers?
Trying to list every type of PvPer is like trying to name every color in the visible spectra of light. Even if you could, almost no one would agree where 'teal' ended and 'aquamarine' begain.
There was no fighting back. If you got hit with a thermal shock/cascade weapon and you hadn't already fired off a sink, you were going to die. Nothing you could do.
Unless you were in another heat meta ship that had 4-8 heatsink launchers and integrity mods on everything.
It's original incarnations were pretty silly, though I do think thermal shock and thermal cascade are effects that have been nerfed too heavily. Having to take heat into account to some degree in combat is a good thing, as are having multiple ways to bypass shields.
Oof. So actually broken, not the usual one we've come to expect of "waaah I'm not completely invulnerable this game isn't fair".
At the beginning of 2.1 I built a Corvette around dealing and surviving thermal shock damage. The loadout is a total lemon by current standards (it had like 600MJ of shields because of no boosters), but most people who weren't veteran PvPs just didn't know what to do when their ships started melting from the inside out.
There were counters, but it was a very binary thing. You either went all in on sinks and durability, or you got turned to slag. So, yeah the balance complaints were quite legitimate.
A few examples:
[video=youtube;4tI5prDuvZw]https://www.youtube.com/watch?v=4tI5prDuvZw[/video]
[video=youtube;EZ0Q-oZnXoY]https://www.youtube.com/watch?v=EZ0Q-oZnXoY[/video]