Right now healing beams are a little too powerful in pvp. A single huge hardpoint can nullify the dps output of an entire ship in my experience, and it just gets worse the more hardpoints the healer has. What I propose to fix this is to make the regeneration sequence mod triple the distro draw of any beam it is on. With this change, healing would still be very powerful from a tactical sense, allowing the user to essentially sacrifice all of their firepower temporarily to prolong a wingmates life long enough for them to escape of finish off a target, but it would not allow tow whips to make eachother invulnerable by spamming heal beams at eachother, as even a corvette would struggle to fire an efficient huge heal beam for long. It would also make healing an actual sacrifice, as you won't be getting much offensively out of a beam with 3x distro draw.
I feel like this suggestion would bring healing down to a manageable level and make it overall much more of an interesting mechanic and less of an "I win unless you have torps" mechanic.
I feel like this suggestion would bring healing down to a manageable level and make it overall much more of an interesting mechanic and less of an "I win unless you have torps" mechanic.