The stacking of passive talents break the game. ![]() Nerf both, make exosuit use Uranium rods just like FB3000Īssistant talents have the biggest power disparity, either giving massive passive buffs (Layabout/Inspiring Tunes), or really weak (Grayshirt tree) Mechanic's Exosuit singlehandedly undoes every health balance changes, extreme damage reduction values and massive inventory space. Some fun but weak items (Acid, Pressure stabilizer) Medic has a lot of weak/useless passives, especially in T1. Security's rifle tree bonuses are a bit too strong damage wise (the weapons are already powerful) You can find a "tier list" of sorts here Ĭaptain's skipper tree giving massive, passive buffs for the submarine (30k+ worth of upgrades) and crew (more repair speed than hardened tools). The outlier among melee weapons, the higher DPS bar noneįun, but not useful as it is very hard to shoot over it.ĭiscussed at length here #10165. Stunlocks completely after the first shot Increase GL damage or add a cooldown to shooting grenades (change reload speed on containing) GL isn't craftable and you can't get Masterwork bonuses unlike rifle The rifle grenade has made the grenade launcher obsolete. Stunlock can be a big problem, as damage modifiers increase so does stunĮarly game weapons that still use almost as much Lead in their recipe as the stronger, new weapons.ĭecrease Lead/Magnesium cost or replace Lead with Copper in ammunition recipes Most weapons pre-talent rework got power-creeped, and it is causing balance issues See Spreader Flak outperforms Focused Flak in all scenarios #10865 Increase the cost significantly, maybe 2x C-4īalanced, Shredder ammo easier to make than regular ammo (due to Lead)Ī resource sink, regular shells/canisters could use a damage buff considering the resource cost Also easier to make than regular ammo (due to lead) One of the least used resources but abundant due to Mudraptor lootĬhange Tonic Liquid recipe to use more Calcium but less Zinc/PotassiumĪll submarine weapons except the Railgun use way too little power.Ī 70% supercap charge rate will often out-charge a gun firing, supercaps can be upgraded beyond that.Įxplosive ammo is exceptionally cheap and excessively powerful against monsters, humans and subs alike explosive coilgun and pulse laser overperform vs humans - PVP issues #10063. Used in all poisons, only exists in 1 mineral, but dozens can be bought for 8mk each at mining outpost. _Remove Lead from small ammunition recipes (see Weapons), reduce coilgun ammo boxes sold in military outposts from 15 to 3 Deconstructing coilgun boxes the primary source of Lead. Has an extremely high use rate, and is somewhat scarce in nature, so much that piercing/shredder/explosive ammo is easier to make. Reduce headset yield from 2 plastic to 1 silicon #10621Įxceptionally common and easy to get due to stealing, no proper "sink" for alu (ammo boxes can be recycled).Įxceptionally common and easy to get due to stealing and basic gear deconstruction (found on every dead human) Stealing is the source of most of resource problems. I will try to keep it as short as possible, so no long detailled explanations. In no particular order, a summary of all things that could use some balancing before 1.0.
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