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Nah we do need a balance tweak, that'll come soon hehe
I suggest to:
1) make sure 10dmg weapons don't come that soon and for free
2) lower the CP firing costs AND the damage of these upper tier weapons, so that you can fire them a bit even if you don't take only CP farming/cognation freedom. Thus making everything a tad more sane, lowering the dominance of CP a little and making stuff like Domina usable.
Cognition Freedom perk is great, it really doesn't need nerfing. It's the system around it that's a bit unbalanced. It is only overpowered because the ranged weapons are overpowered and take 3-4 CPs to fire. If the weapons were a bit weaker and less CP demanding, the Cognition Freedom (and other CP perks) would settle nicely into place.
And it won't help to just push the big guns further down the line in the progression, because that would still ultimately leave the CP perks much better than anything else and this tactic the winning one.
3) Make melee weapons more prevalent, more damaging than ranged weapons, and never require CP to use (currently the sacrifice of movement/CP extra movement/risk/exposure makes close range attackers very useless in comparison to ranged).
I've already killed 2 of the overlords (I killed the destroyer lord and only after that I'm doing missions to 'topple his statue' or something, it's funny) and still the best melee weapon is the starting axe (with a couple of mechatendrils for kicks).
I am feeling you man, but you got one thing wrong.
Volkite weapons are nothing compared to the strong flamer or the heavy phosphor gatling, does not change the fact you go through necron lords like through wet toilet paper though.
I feel they're better. I had the pistol that removes energy armor with every hit.
With that combination the bosses fall very easy. But yeah they'd all fall like nothing regardless.
Ranged weapons are just too powerful