Health Pool Rebalance

A lot of people have agreed that Engineering has pushed a lot of players into solo for PvE activity based on the massive disparities brought by shield booster, mods, HRPs, and armor/hull mods. I personally think it's a shame that it could take me several minutes to fully deplete my ammo against a ship that came prepared yet only sneeze to completely destroy a ship that was not. I think this is a very unhealthy consequence to the 2.1 update as it gives mission runners often no chance to fight back or even escape without pulling the plug. I've literally killed some players in a single volley. What makes this good?

I'm not going to go too far into detail, nor am I going to spit out balance cases for particular ships, or whether the total pool should be greater or smaller, but the general idea presented in graph form for a typical bi-weave hybrid suggests shifting the ratios between unmodded and modded+boosted configurations:

arRNQgx.png


This would likely mean simultaneously buffing base hull and shield values drastically while nerfing boosters, booster mods, shield mods, HRPS, HRP mods, and hull mods.
 
Last edited:
I will just assume that the (modified) weapon damage is considered for an appropriate rebalance as well. There are large disparities between different player ships and NPC classes (these at least announced in the signal source details) already.
 
This is a great idea but the issue is that some ships would benefit more than others, an example here is the FDL, it can reach 2k Armour with a 500mj bi-weave, moving the Armour mods to internal base Armour means I could build a 2k bi-weave with banks or go 3k Armour + bi-weave... this makes the FDL in this example alone stronger than anything we have ever had in a medium...

You would need to balance the entire game THEN balance engineers... its no small task.
 
This is a great idea but the issue is that some ships would benefit more than others, an example here is the FDL, it can reach 2k Armour with a 500mj bi-weave, moving the Armour mods to internal base Armour means I could build a 2k bi-weave with banks or go 3k Armour + bi-weave... this makes the FDL in this example alone stronger than anything we have ever had in a medium...

You would need to balance the entire game THEN balance engineers... its no small task.

The graph is only supposed to display the ratios of contribution from a supposed meta build, not an actual change in health. This is why you're right in that it would require changing everything and be no easy task, but it doesn't allow us to assume which ships would be advantaged.
 
There's good stuff in there but not sure I agree with the speed part. Acceleration and turn rates sure, but speed? Speed doesn't really need to be a factor if acceleration plays a notable role.
 
Your and enemy speeds determine, can you escape/impose fight or not. Faster ship can get out of fight whenever he decide to do so, or don't let the enemy escape. In theory, speed should be a great tactical benefit, but with current enormous time-to-kill and relatively low weapon damage speed can't be any kind of significant advantage.
 
Last edited:
I'm with you OP.

I have thought myself a scaled buff of unmodded shields/hull without increasing the current combined max could be the way forward.

Can't in all honestly ever see FDev addressing it - we saw what happened with the proposal to reduce god shields...
 
Last edited:
Back
Top Bottom