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Balancing: Laser Gun

Open JonasDoe opened this issue 3 years ago • 10 comments

Modpack version 1.82a

Issue In general I love the balancing and gating in this modpack, being hard and rewarding at the same time, with things you get later being stronger than things you can craft or find early on. An off-putting exception to this progression curve is in my opinion the Laser Gun from PlusTic. With early materials (the hardest might be Manyullyn or Refined Glowstone) you can craft a weapon outshining anything else you get you're hands on: You can see, shot and kill everything at a far distance through walls, with the base speed of a rapier, including bosses like dragons (where it deals even extra crit damage afaik). With a Direct modifier you don't even have to go there for the loot (excluding dragons here ofc.).

Proposal I'm not into modding, so I don't know what's possible. But if the patterns for this weapon weren't obtainable the usual way but with a high tier crafting table from Extended Crafting or Modular Machinery (or has a receipe with a Dragon Heart), or the weapon consumed so much energy that you needed some late-game energy source and energy transport to keep it running, it would help a lot. I think even removing this weapon would help, since there are other, harder to get alternatives to deal range damage (or damage at all), especially in the magic mods suffering from meaninglessnes between Quantum Armor Suits being dropped by mobs and a Laser Guns being feasible once you've made it into the Nether. ;)

JonasDoe avatar Jan 03 '21 10:01 JonasDoe

Good feedback, I'll see what we can do to balance it out :)

NielsPilgaard avatar Jan 03 '21 18:01 NielsPilgaard

This actually can be done with Tinkers Extras mod. It can disable making laser_medium part in part builder. Then, you can add crafting table recipes for Laser Mediums like those:

Krutoy242 avatar Aug 19 '21 09:08 Krutoy242

Requiring a Chaos Chard would make the laser gun useless since at that point you already have a draconic bow. Maybe a IF Laser Base would make more sense? Or just lower the damage?

serbaut avatar Aug 28 '21 20:08 serbaut

There is another solution i found recently. Energy consumption for laser can be tweaked in config. Same time Battery Cells can be tweaked with crafttweaker functions:

mods.plustic.toolstats.energy(mat, rf);

So, laser could consume, for example, 1,000,000 RF/shot that would makes it balanced.

Krutoy242 avatar Sep 14 '21 06:09 Krutoy242

E2E Extended has things like that

Anthonity avatar Mar 04 '23 18:03 Anthonity

TBH, I'd rather disable it than balance it, simply because of what it is (noclip 'ranged' melee weapon).

Also Krutoy242 there is the dev for E2EE ;)

Discomanco avatar Mar 04 '23 18:03 Discomanco

I vote balance over disable 😄

NielsPilgaard avatar Mar 04 '23 18:03 NielsPilgaard

I really hate the fact that it can shoot through walls (and the best setup right now makes everything glow), can't miss cuz then it wont fire and all attacks count as melee attacks, bypassing all "I don't want to be hit by ranged" mechanics

Discomanco avatar Mar 04 '23 18:03 Discomanco

Very valid points, I retract my vote :P

NielsPilgaard avatar Mar 04 '23 19:03 NielsPilgaard

Put it behind a ton of expensive-RNG-heavy resources, energy and ofc microcrafting and it will be "balanced" :P

ReiDaTecnologia avatar Mar 04 '23 19:03 ReiDaTecnologia