As you can see in the picture the faction smartbombs are balanced really weirdly right now. It depends completly upon the damage type whether the faction smartbombs are usefull or terribad.
While the damage, range and activation cost of the T2 Smartbombs of all 4 damage types are completly identical, the faction smartbombs vary heavily depending on the damage type. There is no trade-off, no interesting mechanics. Faction EM smartbombs are better in all stats, Thermal and Explosive are much worse and Kinetic is utter crap.
Since all T2 smartbombs are identical I don’t really see any balancing reason for this. Unless you need a specific damage type it currently is “go EM or go home”. And even if you need a annother damage type, chances are EM is still better because they are so much more powerfull.
EM > Thermal > Explosive > Kinetic
Damage: 375 > 338 > 325 > 313
Range: 7500 > 6750 > 6500 > 6250
Activation Cost: 130 > 140 > 150 < 160
Especially the difference in ranges is laughable. EM gives twice the range bonus over T2 as the 2. best (thermal). Picking up the EM faction variant gives you 6x the range bonus as you would get from the kinetic type. SIX TIMES!!! Who designed this?
I would suggest to bring all 4 faction Smartbomb types in line with the EM ones, as they seem to be in a healthy spot. Increasing the variants to 4 for each type might also be usefull, so there is enough of all types seeded.
An even more interesting but more complex change would be to actually give tradoffs. They could be balanced around the EM smartbombs, with one type giving more range, one giving more alpha damage, one decreasing the capacitor and the last one having faster cycle time
This would give players more options to do interesting things and 6 useless items will become usefull.
Is there any reason against this that I’m missing?
Feel free to comment.