I have tried everything, over and over again and she is just a damned buzzsaw. Attached to a brick. With a small squad of soldiers as if she herself wasn't enough. What the hell, man? I can see from the wiki she is an important character of some sort, but it's not cool to let your Villain Sue trample all over the player character. Do you WANT people to ragequit your otherwise excellent game?
To start, I suggest removing the squad of soldiers. She's already overpowered as it is for the level you fight her at, she doesn't need the help!. I suggest, since she's so badass, she tell her men to stand down and watch her wipe the floor with you. It's good drama, after all showboat badass villains often do that sort of thing, and it at least helps.
Secondly, kill that ridiculous invulnerability to energy weapons. Most of the best weapons in the game are lasers and it's not cool to render a player's gear useless without the slightest warning that such a thing is an eventuality they might need to prepare for. Does anything else in the game have a 90% plus resistance, especially without an equivalent weakness to exploit? What in the world justifies such a mechanic?
Speaking of weaknesses to balance her invulnerability, a third suggestion is to give her a vulnerability to electrical damage. After all, you should get a powerful electrical gun from the fight against Khan, it's a perfect setup for an "ahh my one weakness!" scenario. With an enemy this powerful, there needs to be a "smart path" to victory.
Another idea is to give a path to strategically avoid the fight or change the odds, with a warning that if you don't take it the fight ahead will be extremely difficult. I suggest you have to survive 5 rounds alone to cover Kara while she goes for a magnetic loading crane. You buy her the time, Kara picks her up with the magnet and she screams obscenities at you and vows revenge. You then just have to mop up the remnants of her squad with Kara's help, and then you're free to escape.
Regardless, making an enemy so overpowered with no way to avoid the fight or use a smart strategy to even the odds is not good game design. The point of an enemy character is to be a challenge but ultimately be beatable through either intelligence and observation or common sense tactics and level-appropriate gear and capability. Curbstomping your players unmercifully is a recipe for ragequit. The players aren't the enemy, it's your job as a storyteller and game designer to help them have a good time. Getting your face bashed against a brick wall of an unbeatable enemy is not a good time.
There's nothing wrong with being proud of a badass supervillain of your own design. There's nothing wrong either with making them powerful and tough to beat. You've clearly put a lot of heart and creative juices into this awesome pirate queen. But killing your players doesn't make them love to hate your villain, it makes them hate you for putting an impassable roadblock in the way of their good time.
Give the players a chance to slide out of there by the skin of their teeth feeling like they just dodged a cannon shell. They'll look forward to leveling and gearing up all while looking over their shoulder all the time wondering when the hammer is gonna fall and they'll have to face her again. That's good drama and an effective use of a villain. Slaughtering your players, not so much.
Please consider rebalancing this portion of the game.
To start, I suggest removing the squad of soldiers. She's already overpowered as it is for the level you fight her at, she doesn't need the help!. I suggest, since she's so badass, she tell her men to stand down and watch her wipe the floor with you. It's good drama, after all showboat badass villains often do that sort of thing, and it at least helps.
Secondly, kill that ridiculous invulnerability to energy weapons. Most of the best weapons in the game are lasers and it's not cool to render a player's gear useless without the slightest warning that such a thing is an eventuality they might need to prepare for. Does anything else in the game have a 90% plus resistance, especially without an equivalent weakness to exploit? What in the world justifies such a mechanic?
Speaking of weaknesses to balance her invulnerability, a third suggestion is to give her a vulnerability to electrical damage. After all, you should get a powerful electrical gun from the fight against Khan, it's a perfect setup for an "ahh my one weakness!" scenario. With an enemy this powerful, there needs to be a "smart path" to victory.
Another idea is to give a path to strategically avoid the fight or change the odds, with a warning that if you don't take it the fight ahead will be extremely difficult. I suggest you have to survive 5 rounds alone to cover Kara while she goes for a magnetic loading crane. You buy her the time, Kara picks her up with the magnet and she screams obscenities at you and vows revenge. You then just have to mop up the remnants of her squad with Kara's help, and then you're free to escape.
Regardless, making an enemy so overpowered with no way to avoid the fight or use a smart strategy to even the odds is not good game design. The point of an enemy character is to be a challenge but ultimately be beatable through either intelligence and observation or common sense tactics and level-appropriate gear and capability. Curbstomping your players unmercifully is a recipe for ragequit. The players aren't the enemy, it's your job as a storyteller and game designer to help them have a good time. Getting your face bashed against a brick wall of an unbeatable enemy is not a good time.
There's nothing wrong with being proud of a badass supervillain of your own design. There's nothing wrong either with making them powerful and tough to beat. You've clearly put a lot of heart and creative juices into this awesome pirate queen. But killing your players doesn't make them love to hate your villain, it makes them hate you for putting an impassable roadblock in the way of their good time.
Give the players a chance to slide out of there by the skin of their teeth feeling like they just dodged a cannon shell. They'll look forward to leveling and gearing up all while looking over their shoulder all the time wondering when the hammer is gonna fall and they'll have to face her again. That's good drama and an effective use of a villain. Slaughtering your players, not so much.
Please consider rebalancing this portion of the game.