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Tech rebalancing

Open TNTiger17 opened this issue 2 weeks ago • 11 comments

Recently I went through the tech list and tried new tech I usually avoid because they seem bad, and I think there's a lot of tech that could use a rebalance- a lot of these are my opinion and based on my playstyle (although I tried to get the best utility out of them, and the ones I think are subjective are italicized), but there are a few that are just completely bad (or broken), no matter how you use them-

Dead Reckoning I just never find myself standing still, so I almost never get the bonus unless I intentionally stay still to fire missiles/spores/drones, but on harder difficulties and even easier ones the mobs immediately know your location and will force you to move in some way, even if you have a field like perfect diamagnetism or standing wave (this also goes for gun turret but it makes more sense to stay still for defense) Maybe make it so it gives the bonus if you have a very small speed, so getting bumped by deflecting enemies won't remove the bonus

Collider It's just annoying, as the powerups tend to all become field and gun tech, or a ton of research and ammo which can be useful, but it takes away the diversity in powerups if you kill enemies at the wrong time, and feels more like a constraint rather than a benefit. I honestly don't know how you could change this, it's possible I'm just using it wrong, but I still just avoid it in gameplay.

Zeno's paradox Far too strong. In hard difficulty your health is usually low, and the mechanic of removing a percentage of health becomes obsolete at low health, and for one tech getting permanent 80% damage reduction is extremely powerful. Either decrease the damage reduction, or make it more difficult to get it's full effect, like being multiple tech- but don't make the damage reduction conditional, as there are already a small number of permanent damage reduction tech and they are really important for balance (homeostasis is a good example of this done well)

Principle of Locality Seems completely useless, especially when compared to Bells Theorem, as it gives a tiny damage reduction for an annoying cost Either significantly increase the defense, up to 0.6x-0.7x and/or remove the -2 choices or put it on Bells Theorem instead, as that tech is strong enough to have a drawback.

Martingale I've literally never gotten this tech for the damage, as it always gets removed before I get any worthwhile bonus. I get that it's part of the family of tech that has a bonus for removing it, but it just feels cosmetic and pointless, because the amount of times you get both Martingale and Paradigm Shift (or some other method of removal), is already a limitation to this combo. Either increase the chance of it getting returned, or increase the damage it gives so it feels more impactful.

Decorrelation/Anticorrelation I've actually been able to get some utility out of these tech with combos like long-lasting bullets for anticorrelation and defense builds like standing wave for decorrelation, but when you use field or gun it feels like a punishment, where you are extremely vulnerable for 2 seconds which is fine, but the tech would be more viable if it had a smaller cooldown, like 1.5 seconds.

Another note, a lot of tech (decorrelation, torpor) are much more useful for passive builds like standing wave and metamaterial cloaking, and so in most cases they just fill up the tech pool and are never very useful.

Gun tech balancing there are so many Guntech that are just a requirement to succeed with said gun, and really should have debuffs, limitations or drawbacks to them. Here are 2:

ideal gas law- I liked having the 0 foam ammo, because it gave a small risk for a period to solve a large problem with foam.

frequency- I know it already has a drawback of -25% damage, but it still feels necessary for wave, especially since you have propagation and amplitude to easily negate that drawback- I liked the less fire rate debuff more because it's harder to counter, as it isn't a common guntech.

That's pretty much all of the things I could think of, remember these are subjective and there's a good chance changing some of this stuff would just remove diversity in gameplay, but it's just my opinion to make the game feel more fair (also most of my experience is on the harder difficulties so it would be different for easier ones)

TNTiger17 avatar Feb 11 '25 18:02 TNTiger17