A part of the disagreement here is my fault: I didn’t clearly say whether “rebalance” means “move to mod and rebalance” or “rebalance in mainline”.
The issue with rebalancing in mainline is that we’re still trying to stick to some simulation of realism. Kevin is still the project leader and he was, in most cases, in favor of realism, even when going against it would simplify design.
For this reason, moving the flaming weapons to a mod would be, while not 100% required, really helpful with balancing.
We could then bring out all sorts of sci-fi logic and make them actually stronger than they have the right to be. To the point where they would actually become useful.
Alternatively, we could consider dropping the realism standards a bit. And hope Kevin doesn’t say “what the fuck did you do” when he comes back to check out what happened in the meanwhile.
Because “rebalance” obviously means “buff” or “nerf” unless stated otherwise. There is no obvious “keep it at the same level but make it not bad”, meaning we have to tackle the issue of items about as plausible as gunblades (possible, but that’s about it) having a role.
So 3 options are left here:
[ul][li]Move to mod, rebalance[/li]
[li]Don’t move to mod, drop some realism, rebalance[/li]
[li]Don’t move to mod, sane weapons, don’t rebalance[/li][/ul]
Honestly the issue with realism is more philosophical here. A much bigger slippery slope than moving content to mods.
Arguing is one thing, but this is reaching “banter”. Please do not.