Quote:
Originally Posted by BountyXP
If that's not what you meant then fine. We're discussing the same thing...just from different perspectives. I am saying that the majority of Fed players are substandard healers and do not understand the general strategic concepts I layed out before...mainly appropriate healing build/loadout, preemptive healing, hull resistance stacking, and tactical healing of teammates versus selfpreservation. If the majority perform below standard in this category than, by definition, the median or average player cannot excel there simultaneously.
The links you provide in support of your theory (general majority vs your experienced majority vs whatever) actually contradict any of those stereotypes indicating Fed players understand these conceptual strategies for healing and you've provided no analysis or interpretation to demonstrate otherwise. If by "average" healing amount you mean a low amount I'd agree. Anything else I cannot agree with. If you'd like to debate that topic we can start a thread and go through all the myriad healing builds, typical player performances, statistical evidence and so on but we've probably hijacked the OP's thread enough, wouldn't you say (sorry about that Kaku)?

Indeed, what you thought I meant is not what I meant.
Hence my attempts at clarification, which I must still continue since we are still confused on common terminology.
What I consider 'average Healing' (in terms of the current 'Healing' stat, which is only hull repair; this is not a statistical 'average' of everyone's Healing stats) is the amount of hull repair needed to keep a team alive, based upon the following very simplistic formulation:
(TotalEnemyDamageDealt / NumberOfAllies) / 10 = HealingNeeded
The total damage dealt, divided by the the total number of allies (including yourself), represents the (statistically) average damage dealt by each enemy player. In order for this damage to be dealt, the target (ally) must still be alive; the damage numbers  very simplistically  represent the total hull health pool (less than or equal to the total amount needed).
Divide this average damage by 10 to represent what I consider the average hull needed to be 'healed' in order to survive. (If 10% hull seems too low for survival for whatever reason, then divide by a number between 10 and 5, where 5 represents 20% hull needed.)
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Using this (again, very simplistic) formulation, I have scanned through my CaptureandHold (FvF) score report screenshots from March through present. And it seems, to me, that the typical Federation player, in at least 51% of these matches, outputs enough 'Healing' to mitigate death.
By 'typical', I mean someone not new to space combat (of which I occasionally see a few). Again, this ignores shield 'heals'/resists, which can also account for at least some of the cases where I see less than HealingNeeded values.
In other words, my use of 'typical' or 'average' player does not represent a statistical average, and it does not necessarily have a bearing on the statistical majority of players; it is intended to reflect relative 'skill'.
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In other words, I disagree with any stereotype  related to 'Healing' stats  about a majority of Federation players, or about all space PvP. What you consider 'substandard', I consider adequate or 'average'. (I consider 'minimum' to require a formula divisor of at least 20.) Because neither of us can adequately sample a statistical majority, we cannot stereotype about them. But I can provide you statistical analysis of a majority of matches that I personally have played (above).
Lastly, this is not necessarily thread hijacking, because we have elaborated at great length on what 'Healing' means to the game, and what it means to us, and how it should be changed. Altogether a useful discussion, in my opinion, yet still relevant to the original post.