Spoilers ahead.
Based on a discussion in the competition thread, it looks pretty clear that late game EM weaponry is objectively the best. (
http://www.gridsagegames.com/forums/index.php?topic=261.125). K said that there's going to be some tweaking of the damage type. This thread is for people with combat experience to weigh in on how to tweak EM without nerfing it into the ground. I'll consider the various different ways EM works and how it could be changed.
1. Enemy resistances and vulnerabilities.Currently, there are 3 major sources of enemies in the game: grunts, hunters, and programmers. Yeah, there are other bots out there, but you're only encountering melee dudes every so often, sentries and behemoths aren't ending your runs, and swarmers ain't no thang as long as you have a launcher. These 3 are the main opposition.
As zxc showed (
http://www.gridsagegames.com/forums/index.php?topic=259.0), grunts and hunters are vulnerable to EM, while programmers are resistant to it. The programmer resistance is key to game balance; without it, there'd be no reason not to run all EM all the time. The grunt and hunter vulnerability makes EM the best weapon for taking these guys on. One could argue that you could remove the grunt vulnerability, so that hunters are weak to EM; grunts are weak to kinetic; and programmers are weak to thermal (a pending balance tweak), but that's getting kind of rock paper scissors. I think removing anyone's EM vulnerability is not the solution (though I think the pending increase to programmer EM resistance is a good idea).
2. EM and Security LevelBesides damaging an enemy, EM causes corruption. Corrupt an enemy enough and it collapses into bits irrespective of its core integrity. This is what makes EM so damn good.
It also gets you out of the AI death spiral. As you kill more stuff, the alert level rises causing more enemies to be sent out, causing you to kill more stuff, causing the alert level to rise, causing [etc etc etc] until the AI really drops the hammer on you. Managing alert level is one of the most important things of a run.
Enemies corrupted to death do not raise the security level. This helps you get out of the death spiral despite going in guns blazing. This also lets you keep the level low without having to invest in a lot of hacking. A great perk to EM.
On the downside, corrupted enemies don't go to your score. So currently an EM heavy run will score lower than a kinetic run. This seems right: the game is meant to reward tougher playstyles, so EM heavy runs scoring lower fits in with this nicely. Nevertheless, I think this is one area where EM should be changed.
Solution One: A robot corrupted to death has the same effect on the alert level as one whose core is destroyed. I don't like this solution. It completely removes the security level distinction, and this is a nice little feature that makes EM stand out. If this were implemented, the EM scoring penalty should be removed.
Solution Two: Cause all enemy meltdown/corruptions to raise the alert level, but 50% less or so than how much destroying the core would raise it. Obviously the AI should wonder what's up if a bunch of robots start melting down or shutting off. This makes kinetic weapons the riskiest weapons in terms of security levels, which seems right. This would be a slight nerf to EM without rendering the weapon unpalatable.
3. EM and Salvage. This, bar none, is what I think makes EM the most OP. When you drop a micro nuke on a hunter, it'll get the job done but odds are there'll be nothing left to salvage. If you corrupt an enemy to death, it explodes into all of its wonderful bits. I used this in research to turn sentries into refilling stations. Fry one down, and you got tread replacements, armor, and railguns. It really helps keep you filled with the meat and potatoes of a combat run.
It gets insane though once you throw hunters into the mix. Corrupt a terminator and voila, you got an advanced targeting computer and an advanced cloaking device, two of the best utilities. Once I switched to heavy use of EM, I began looking
forward to hunters. That right there shows something is off.
Solution One: Have any part coming off a corrupted robot have a 10-25% chance of being red (unusable). This reflects it being rendered useless after it got fried. I don't like this blanket solution, esp. because it doesn't make sense that EM would effect things like armor or treads in this way. Instead...
Solution Two: Have light parts/utilities (targeting computers, sensors, cloaking devices, etc) have a chance to be fried and unusuable if they resulted from corruption. This makes sense; if you destroy a robot with coruscating EM energy, wouldn't you expect its delicate bits to be ruined? With this change, EM weapons would be the king of salvaging armor, treads, and guns, but would suck for getting delicate utilities. I imagine you could even re-use the bashing code here, where chance of frying is in inverse proportion to integrity.
So a long winded post, but I think EM should be balanced with a bit more security level consequences and frying light utilities, in addition to the already reduced score it necessarily results in.
I'm sure there's other ways to balance it that I haven't thought of.
E: oops, I realize this should not be in the strategy subforum. Sorry!