I have an issue that is becoming a bit of an issue for my group. Usually I play with either all role players or all min/maxers (I know they aren't mutually exclusive, but I find players tend to sit on one side of the spectrum or the other).
My current group, which I enjoy greatly, has 1 min/max and the rest are role players. We have a hyper intelligent medic with virtually no combat skill. We have a charismatic rogue with minor combat ability. We have a melee focused tech junky with modest combat ability. Then we have a character that has invested every point they can into the most off the wall powerful combat character they can. We're talking a fist full of dice with 4 yellow, 1 green, and a few blue as a base attack for this character. On top of that, she has a weapon that has autofire and a fairly high base damage and he's modded the heck out of the weapon.
Examples of combat against 5 man squad of stormtroopers. The medic is likely to miss or only do minor damage to 1. The rogue will likely hit, and may kill 1. The tech will probably kill 1, and maybe 2 with a lucky roll. The ace is going to kill all 5 with dice to spare.
In the last adventure I through a creature they were supposed to avoid in their path. It was supposed to scare them off and down another path. It had 10 soak and 40 health. It was dead in 2 rounds with 3 of the characters doing a combined 1 damage.
The other players have plenty to do outside of combat, but in combat, it's gotten silly. The first 3 characters would struggle to take out a single adversary 2 enemy. But the last player is likely to one shot it. It makes combat encounters difficult. If I make it challenging for the min/maxer, the rest of the party can basically be one-shot-killed by an unlucky roll. If I set the challenge to the level of the rest of the party, well, it's not worth even having the encounter. The other players have stopped applying any experience to combat because it's just not worth the investment.
I tried splitting them up, and that worked, but they are difficult to separate and would be difficult to build in narrative reasons for separation every adventure...plus it leaves half the party sitting around waiting their turn. I've thought about destroying or limiting the use of the weapon, but I see that being temporary at best as other autofire weapons would be quickly brought up to speed in power.
Has anyone else dealt with a massive power gap in combat?