If you have any niggling balance complaints with this game that you don't think would require a major overhaul, don't be shy about it. I skimmed through most of the thread again for ideas, and have a few more things lined up before I test it and put it out there. My goal isn't to rework any of the Neuromod skills or implement any missing systems (no on fabrication limits for now), just improve the balance of the core design as is, because that baseline is quite off. And that note, another fun fact from a fellow modder -- apparently some enemies have scaling resistances to Mindjack/Machine Mind, so the 10 seconds listed in skill description might actually be 2 seconds on some enemies. This isn't communicated at all, but it's there. I might be able to mess with Psychoshock
stunlock scaling on e.g. the Nightmare to get it in line in the same way (and update the darn descriptions so this isn't totally opaque to the player).
Great breakdown, I'm glad to see what was going on under the hood all this time, I definitely did notice some stuff like laser resistance chipsets being powerful against the end bots, but the numbers should have just been there all along.
Here's my thoughts on chipset balance:
- maybe the 10% bonus chipsets were balanced around being multi-equippable at some point?
- think the Last Chance chipset is overpowered, it should either have its cooldown increased by a factor of 100 or so, or better, swap it with the removed Oxygen Capacity chipset
- the Psi Regen chipset is another one that feels impossible to balance, and could be swapped or completely redesigned into something more interesting
- Reactivator is a nice idea given the large annoying cooldown on the psi powers, but its effect is very weak, a nice twist would be a cooldown reduction of 60-70% tied with an increase in Psi cost, now that would be some fresh stuff
- Battery Optimizer is just pointless, feels like swap material
- can you use a 50% resistance chipset (electricity/ether) combined with the neuromod that gives you 50% resistance against that damage type to get immunity? or do they just get multiplied together so you get 75% resistance