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Just one laser pistol is pretty ♥♥♥♥♥♥♥ good. I use one on my lightweight build a lot of the time.
Now I'm going to assume the 'ammunition costs' of an energy weapon in this case are going to repairs and maintenance of the internals, as firing these puppies can't be doing the insides of these guns too good. In this definition therefore, the 'ammo counts' of our energy weapons instead stands for a numerical counter of how many times we can fire them before catastrophic damage to their internals occur, basically an imposed limiter so that the weapon can be easily repaired after the sortie.
Which is why charging them takes chunks of our 'ammo count' when discharged, it deals more internal damage than normal firing and why different energy weapons cost more to fire than others.
Which if this is all true, also means the Karasawa of this game must use the most expensive and fragile components on Rubicon because geezes I think my post sortie ammo costs went up two digits when I included a -sawa on my build.
honestly think it should do more, at least above average. Im not asuggesting it should be a weapon that can kill a space colony in one shot, but it should be potent against other ACs. Its a shame such a weapon is so mid. At least the Moonlight Blade slaps. Havent gotten redshift yet.
Everything else is fine, I just think they might cause too much stagger buildup with a single shot personally which is what makes using 2 of them so much more devastating.
This "if I have to somewhat work for it, then it must be super-good" is basically a conditioning of a sort. Like Pavlov's dogs.
It's actually kind hilarious. Why would you take the classic energy rifle that's been every game and not make it at least competitive with every other weapon? It's main downside was always ammo management, so you would use your blade a bit more to conserve ammo and pick shoulder weapons with reasonable ammo allotment and it worked out. Now with how they nerfed melee volume by putting it on a cooldown instead of being managed by the player between heat and energy usage, you can't really rely on melee for ammo conservation. Sure, you can make sure you throw in as many as you can, but that's like one melee attack every 5 or 7 seconds or whatever it is.
Classically, it almost was a game breaking cheat item, it was balanced different in later games, but was still good enough if you were good enough at managing the ammo. The ammo management always was part of it on that one. So it was really strong, especially the first iterations which maybe were on the game breaking cheat item side, but had drawbacks. The moonblade was super strong too, not sure how that is in this one.
That said it's not a perfect analogy since we have laser blades that cost no 'ammo or upkeep' whatsoever.
Anyway yeah agreed, at least most of the energy weapons are cheaper. The poor -sawa aside.