It has to be at least a little to justify all those Cybermodules
All of the other 6-skill weapons cost the same amount of cybermodules as the Assault Rifle, and yet are SIGNIFICANTLY less good. The EMP rifle is only useful against bots, the Fusion cannon is more likely to blow your face off than theirs, and the Annelid Launcher is only available right before the body of the many (Exotic actually gets specifically shafted twice, because the Viral Proliferator is also only available in rec, which is a significant amount through the game. Exotic builds really aren't viable at all in Vanilla for this reason).
You find the first usable non-broken Assault rifle in Hydro. That's well before the halfway point. Meanwhile the first Fusion cannon is in Command(!) and the first EMP rifle is in either Ops or Recreation, I can't remember.
It's also the only weapon class where you can reliably ditch the previous weapon (in this case, the pistol) because it's literally a better version of the same thing, so it even saves you inventory space.
Even better, because the Wrench scales with Standard, doing a Standard playthrough will be a breeze at all stages of the game - good wrench damage early, with pistol for tougher fights while ammo is somewhat scarce, then an easy transition into the Shotgun at the end of MedSci and Assault Rifle in Hydro. Marines and Navy also both predominantly benefit Standard because they each give you +1 Standard, setting you up to go Standard, whereas transitioning to another weapon type essentially wastes those points. The placement of the weapons in the maps means that doing an Energy playthrough will leave you naked and exposed with only the Wrench and Pistol until the end of Engineering, and without Repair, going Heavy will leave you naked and exposed with only the Wrench and Pistol until Hydro. If you pick OSA instead of Navy, you will be stuck with only the wrench unless you manually invest in Standard, which will be wasted when you transition to your other weapon class. Your other option is to go as a Marine to get the Energy Pistol or Grenade Launcher at the start of the game, but that sacrifices development in other areas, namely the critically important technical skills, which matters on Impossible.
If you want to go Exotic as your primary weapon skill you're just fucked. Not only are you going to be required to put a bunch of points into Research as well just to use them, you're going to need to wait until a significant portion of the game is complete before you can use any of them, relegating them permanently to "secondary" choices. In most cases, there's no real need for a secondary weapon class (except maybe with Energy) because investing in just 1 weapon class is usually enough to get by, which is why nobody ever uses Exotic for any reason - it's a waste of points.
After jumping through so many hoops and waiting so long to get the alternative weapon types online, what you get is a series of weapons that never rise to the height of the assault rifle, leaving you at a permanent disadvantage compared to if you just went Standard, which would have been easier anyway, wasted less CMs, and been a much more pleasant experience from the start of the game onwards.
The issues with SS2's weapon balance (and it's balance in general) aren't simply a matter of comparing weapons or skills directly against each other. The game is so fundamentally broken on a core level that virtually every aspect of the design comes into play - from the career selections, to weapon placement in the maps, to Research, to CM costs - everything combines to make the balance a total clusterfuck of badness. And it's not just weapon skills that are effected.
RSD fixes most of these issues, btw, which is why you should use it. It's essentially the GMDX of SS2.
Other OP aspects of the game:
- With 1 level in hacking you can disable every security system in the game, which also disables turrets. Cameras don't matter much since they are already trivial to bypass, as I have complained about before, but disabling turrets is huge.
- Pressing the S button instantly wins all melee fights
- Putting just a few points in psi and getting Adrenaline Overproduction basically renders the entire game trivial, you can wrench your way through everything easily at that point.
- More things I haven't thought of yet.
The balance of SS2 is atrocious.
oh yes, we do get this complaint every five years or so, never really understood why a few people think this way but some do. so yes, if multiple mods modify the same thing, whatever has the position closest to the top of the list will end up shown in the game.
The reason people think it works the other way is because the Bethesda games work from top to bottom in terms of mod order, and I would argue that Bethesda games are by far the most popular in terms of modding. Not many people play obscure old titles like SS2, and much less of them mod it to a significant degree to where load order will matter. Everyone and their mum has played Skyrim and a significant portion of those people will have modded it.
I would
seriously recommend adding a note to both the DMM and ss2bmm (ss2tool) pages to explain to downloaders that mods are ordered
from bottom to top, because it will significantly reduce confusion.
Regarding the arguments on vanilla gameplay, I don't really understand why one would go through so much effort to change how the game mechanics fundamentally function. Do you not like the game for what it is?
I'm wanting to fix the gameplay imbalances precisely because I like the game.
When you've finished it multiple times, the cracks really start to show, and it can really take away a lot of the fun when you know that certain builds are extremely overpowered and others are borderline useless.
Most people don't really care about the gameplay or balance of SS2, and that's understandable. It's a game that can carry itself almost entirely on it's vibes, it's story, and it's atmosphere. But wouldn't it be nice to have an excellent game like SS2 that also had good gameplay as well? Especially when so many people have completed it so many times that the game is trivially easy (even on Impossible) if you play it the "right" way by picking the most overpowered builds/strategies every time?
Why wouldn't you want to fix these issues? It can only result in a better game! I know the first time I played SS2-RSD it felt fresh again, because the same old mindless choices weren't so obvious anymore. Which is great! Even now after multiple SS2-RSD playthroughs, I'm exploring new builds and strategies that just weren't viable at all in vanilla SS2, which is awesome as it has added a significant amount of depth to the game, just by fixing up some of it's most glaring issues.
If more players spent more time embracing change and trying out balance fixes, and less time decrying SS2 as a perfect game (it's not) or considering all criticism to be invalid whining by Call of Duty players, they would have a much better time because the game would be a hell of a lot more enjoyable on replays. But alas, people are set in their ways. I don't really mind though, they are only ruining their own fun.
Also essentially all first person shooters well into the 2010's (with few exceptions) could basically be "cheesed" by two basic tactics: running backwards down a hallway shooting while an overly aggressive enemy attempts to hit you with a melee attack or by circle straffing while shooting an enemy with a ranged attack. This was countered in the early days by the use of hit scan which I've seen more complaints about being "cheap' than anything else. Later games (once the computational capabilities of hardware improved) were programmed with better AI which lead to enemies falling back or flanking but this could more often than not be addressed by either waiting the enemy out or side step shooting around a corner. Human players are resourceful and will always find ways to exploit enemy AI tendencies one way or another.
Yes, well, most first person shooters still find plenty of ways to be exceptionally difficult, like Doom (2016) which is absolutely ballbusting on Nightmare despite not having any hitscanners. It's not like SS2 where you can literally trivialise large portions of the game's difficulty by pressing S.
Most first person shooters have a lot of problems. That doesn't mean we should overlook them here. Especially when SS2 has such a high emphasis on resource management, and health is no exception. Being able to cheese around enemies in a standard FPS is less important if you were going to find health kits at the end of the fight to put you back up to 100 anyway. In SS2, every med hypo matters, and that's somewhat undermined when you can laugh at a number of enemies while they fruitlessly try to hit you. It especially trivialises the early game, where resources matter the most.