You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
But even if you balanced the weapons, you would still have to balance the players: how would you prevent them to just flow to the next point of lesser resistance, and stock up on the next OP weapon?
And is balance such a good thing?
SCP does a good job on rebalancing the weapons.
My first specc was Energy and PSI, but my favorite has always been pure PSI and some pragmatic wrenching: not because they're powerful, but because I love them.
Balancing weapons is not making it so that it doesn't matter which weapon you pick up you still have the same outcome.Balancing weapons is about making weapons have it worth and usefullness. And thats where the original SS2 is a bit off.If you don't go only on one weapon category but decide to get other weapon types as well and then you finally managed to scrape enough cyber modules together to be able to use another type you get severly disappointed that it just pales in comparision and for all the situations the standard weapons just seem the better option. So you ended up wasting your precious cybermodules.
The entire Heavy class I'd make cheaper to level up in, since they already have their utility constrained by their specialized uses, limited ammo, and non-weapon skill requirements.
I would argue less that standard weapons are inherently overpowered, and more that the enemy types heavily favor standard weapons.
Yes. Running around with super OP weapons would negatively impact the challenge, engaging strategy & tense atmosphere of the game.
With balance there would be no next OP weapon.