Stand clear for a wall of text:
*IMPORTANT* If you vote no or you vote yes please say why because I want to see why you vote yes or no
In recent days, I have seen a dramatic increase in the amount of servers which have disabled Equivalent Exchange by x3n0ph0b3. I wish to defend this mod, and cast off the bad reputation which it has gained.
What problems do people have with EE? Many people claim that EE allows duping, is overpowered, and is not balanced for a fun multiplayer experience.
In response to these problems: Let me begin with duping. It is undeniable that Crafting Table II leads to very simple duping. The dupe bug with this item is well known and documented. In addition, server owners are warned about this bug by a mass of red text on the Tekkit serverside download page. However, Crafting Table II is very simple to disable, and there are many posts on this very forum dealing with getting rid of it. I have seen some servers claim that there are dupe bugs pertaining to the transmutation table, and some servers even claim that you can dupe items with a Red Matter furnace (That's on purpose, you know. That's the whole point of the item). I owned a Tekkit server for a while on Tekkit 2.0, and I must honestly say that I have seen no dupe bug related to transmutation. I could be wrong, but it just doesn't seem like there is one.
In response to accusations that EE is overpowered, I say just this: try out Industrialcraft 2. If we compare items between EE and Industrialcraft 2, we come to a pretty obvious conclusion: EE equipped players can be easily defeated by a skilled Industrialcraft player, or even by Balkon's weapons mod. The Red Katar and Morningstar are easily overpowered by a powered nano-saber. Dark Matter armor is 1 shot killed by a blunderbuss, and a player in Red Matter or Gem Armor will be significantly less protected than a player in Quantum. People will bring up the example of the Abyss Helmet and Infernal Chestplate, which can shoot lightning and explode items around the player. However, players in Quantum take no damage from either, and can move at 3x the speed of a regular player running. They can also uberjump which makes them very difficult to hit with most EE attacks. Quantum armored players also take no damage from the ever powerful blunderbuss, which absolutely destroys most EE armored players. It is true that the flying physics of EE make controlled flight much easier than Jetpacks, but who honestly cares? Swiftwolf is much more expensive than a jetpack, and flight isn't really an advantage for someone with the bottom half of quantum.
My last point is that EE does NOT destroy the balance of Tekkit. In fact, it adds more complex player strategy, and is essential for incredible gameplay. In Tekkit 1.0 (which was the bomb even without EE), there was only 1 path for all players: Quantum. Everyone shot for a laser, a nano-saber, and Quantum. This made the game very unbalanced for anyone without these items, or with slightly less playtime. EE added a second path for players to take, and Balkons added another balance to EE. In a game of EE, IC2, and Balkons (a loose adaptation of rock, paper, scissors). In rock, paper, scissors, all the options are balanced, leading to the game having no optimal strategy. (I'd draw a payoff matrix, but I think you all get the idea). However, in the game of EE, IC2, and Balkons,
"RED MATTER FURNACE" is not dupe buged, It just gives double of each smelted items.
Think of it as a macerator on 40 Overclockers.
EE defeats pretty much nothing
Balkons defeats EE
and IC2 defeats EE and Balkon's
The point I have made here so far is that EE is not a powerful mod at all, despite the shear possibility of getting resources easily. However, what fun is Star Wars without a Rebel Alliance?
EE is a much better 'starting mod'. It allows players to gain amazing powers with relatively simple machines, yet without any potential to dominate the server they play on. EE is not a mod for the expert: its a mod for the beginner. It amazes, yet the skilled player can still prevail.
These very interesting game options and possibilities did not exist before EE, and do not exist on servers with it disabled. I get it that there are some purists who disable EE because they want a '1.0 ' experience. However, when admins disable EE for duping, being overpowered, and lack of game balance, I facepalm. EE is a FANTASTIC mod, with very good programming, interesting game dynamics, and much to give to Tekkit as well as Technic SSP.
This was copy pasted from the Technic forums, And gives alot of fair points in EE's Defense.
Thanks for listening!
TL;DR EE is a great mod, which, contrary to popular belief is extremely balanced and extremely fun.
Edited by Commander, 05 September 2012 - 19:56.