Perhaps I haven't explained myself properly. The reason why some weapons are pre-nerfed and other pre-buffed is because all the weapons and combat related modules were initially tuned with PvP in mind, that's why we have completely silly things (from a verisimilitude point of view) like missiles that are actually firecrackers, shotguns oops frag cannons on spaceships, glorified miniguns that are more powerful in practice than explosive weapons like weapons, weapons range topping out usually at 3km, shield pills, etc etc etc etc etc. And yes, the engineers magical effects just added to the already high level of silliness of this game's combat mechanics.
Nothing in the combat part of the game was made with verisimilitude in mind. All was balanced, ormore precisely was attempted to balance, with PvP in mind (even if that balance attempt didn't achieve the intended results - which I agree they didn't, especially after engineers). But that was not what I was referring to anyway.
The OP asked why missiles, in reality a devastating weapon, is akin to a firecracker in this game. And I was trying to explain him that nothing in the combat part of this game ever had any intent on keeping verisimilitude, everything is just plain gamey in this particular matter in order to facilitate PvP duels or whatnot and trying to keep "skill matters" over "making sense" in this particular aspect of the game. So basically, things in the combat department don't make a slight hint of sense, because they weren't designed to make any.
Hopefully explained myself better this time.![]()
Correct.
That is because npcs can be farmed with prerty much anything, you don't really need missiles etc. They make things more comfortable but are not a neccesity.
In pvp however, as you said, balance is a must, otherwise we are going to end up with 1 meta build for everyone.