I haven't played in a while and I only make basic APTB assemblies, but here we go:
Way too good:Tactical bootsNobody cares about anything on boots except for movespeed.
How to fix it: Another complete overhaul of the boots/liquid mechanics? Again? We didn't go far enough years ago!?
Tactical shotgunUpsides over combat shotgun:
- More damage
- No pumping
- Reloads all 5 shells on shottyman movement
- Negative opportunity cost: Frees up your inventory slot(s) from the mods that you wanted to put on your combat shotgun anyway.
How to fix it: uh. give it some kind of downside.
Anything would work. Maybe a recipe that makes 'less damage' make more sense, like TT or AT. Then it can be 6d3 and at least it would be a poor choice against armored targets.
Speedloader pistolugh, who even plays pistol games
This is pretty clearly the best direction to take your pistols in because it's the only basic pistol assembly.
How to fix it: Introduce an alternative.
How to
actually fix it: Reduce damage. Damage and reload time are basically the big things for pistol users so you might as well have one trade off for the other.
Good:Micro launcherBordering on too good. The regular rocket launcher is bad for actual combat, and the micro launcher improves it in all the right ways with little downside.
How to fix it: Don't fix
this, fix the regular rocket launcher!
Tactical armorThe only armor assembly I bother with. There's no other basic armor assemblies, but P-modded armor is good enough (and armor, fragile/plentiful enough) that it's not a no-brainer.
Elephant gunEven in a world where the tactical shotgun exists, I still use this from time to time. Easy to make, good armor penetration. The only buff it needs is a nerf to its compeditor.
Gatling gunugh, who even plays rapidfire
It's alright. Honestly it might be too good, but it doesn't feel like it because it gets in direct competition with the plasma rifle shortly after you make it.
Almost there:Fireproof armorOh right! Tactical armor isn't the only one I bother with!
Nobody ever remembers this exists. It seems good, fire and melee are both important so it's an interesting trade.
How to fix it: Put big neon letters in the title screen telling the player how to make it.
High powerSo you get two extra sides on your dice. Isn't that just what we call P2-modded?
How to fix it: Make it do the reverse power mod - it increases the
lower XdY number by 1. Then when everyone's melting faces with their 2d7 plasma rifle, nerf it down to balanced from there.
Grappling bootsBordering on garbage. But occaisionally I'll be playing a melee game and I'll be getting knocked around by enemy attacks and the whole world will go in to black and white infomercial-vision.
"There has to be a better way!"
and if grappling boots were better, maybe I would buy them for 5 easy payments of $11.99.
How to fix it:
-50%? We'll double it! -100% knockback!
Use the new "Toggle boots" keybinding to turn the knockback reduction on and off without taking any time!
Order now and we'll throw in a fancy new shotgun, absolutely FREE!*
Garbage:Nanofiber armorI already
have infinite armor. I'm leaving entire suits of armor on the ground because I can't fit any more in my inventory.
Infinite durability is actually a pretty small upside (on regular armor. on really good armor with movespeed bonuses, holy moly that's not true)
How to fix it: Remove all protection penalties. The only downside should be "you used two mods to make an armor with no +protection or +movespeed"
Fireproof bootscome on, do I need to spell it out
How to fix it: "The intense heat of Mt. Erebus/The Lava Pits has hardened your fireproof boots! A glorious new power is welling up in the bottom of your sole!"
"You now have equipped: Neo-fireproof boots [99/99]"
How to
actually fix it: overhaul of liquid/boots system
ChainswordOkay so this weapon is actually pretty good for malicious blades and whatnot, but it gets to be the big poster child for "melee assemblies are a bit dumb"
All melee assemblies have two big problems:
1. you get artifact melee weapons for free outside of A100, and other melee weapons basically don't try to compete with them
2. They're all basically just 'the same thing but more damage'.
How to fix melee assemblies:
When I was playing with the modding tools back in the day, I made a combat knife variant called the "big stick". 10d2 damage, +6 acc, 3.0 firedelay. I also heavily reduced ammo drops to force myself in to a really generalist playstyle. So while nobody with any levels of Brute is going to choose that over the chainsaw, my usual kind of character would be nervously counting the shotgun shells in his jeans pocket as he gets in to batting stance for the lost soul charging at him.
Basically I'm trying to make two points:
1. I have great ideas.
2. Even after modding your game pretty hard (I
really reduced ammo drops) there's only a small amount of melee weapon design space to explore.
Roguelikes like DCSS (or just "Crawl") work just fine with extreme amount of variance on damage and hit rates,
As someone who disagrees with you right here, Crawl's long fights and big damage swings work (for people who like that game) because of its other mechanics, like the regenerating HP system.
Personallly I vastly prefer games balanced around non-regenerating HP - it's much more intuitive to be terrified because you're on 5 HP and the next fireball will kill you rather than because you're on 0 scrolls of blinking (note: I am garbage at crawl. Obviously I mean "consumables in general", though) and the next entire fight with a centaur (
really garbage) will.