DeletedUser22685
futu the problem is very easy, i did an example on colo were 15 10k+ tanks on ST were down in about 10-12 rounds, unlike popular thought the majority off folks already did reskills and most of those tanks already had 92-148 hiding (+10-15 FF attack and defence) yet they dodged most of em like balls, they can ofcourse invest another 100 sp into hiding and lose another 2k hp, they might dodge slightly better, but then the decrease in hp still makes them unable to keep point. there been many fights now on many worlds, and where in the past even with 5-6 offliners you could flawlessly defend a small fight vs an attack with maybe 40-50k hp advantage(means equal or even lower hp per attacker) these days you have more chance of flawlessly losing them then actually manage to defend em.
In that case, perhaps damage needs to be dealt according to the max HP of the receiver. The current resistance formula doesn't allow for much of a difference in the damage taken by players with different amounts of HP and therefore speccing away from HP will still get you killed quicker. At the end of the day, the main goal in a fort fight is to survive, whether you do it by dodging shots or absorbing them.