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The solution to that would be area of effect weapons, but most of the nominally explosive weapons just kinda.. aren't. Mines, dumbfire missiles, flak launchers, and flechette launchers do have AOE, but whether because their damage is minuscule, weirdly volumetric, or still hard to aim, they all still end up being lackluster.
This is troublesome because the reverse is sort of also true; handguns can hit ships very easily, and do not do much damage. However, while a ship's shields will easily shrug off one or two people shooting at them, they have a much harder time with 10 or 20. Now, your ship can very easily accelerate faster than a guy on foot can aim, but if you are holding still to very carefully point a railgun at one guy while 15 others are shooting at you...
For combined arms, you want a Scarab. Not a Scorpion, strangely enough, those are specifically for Spires; but the Scarab repeater will shred shields and health from enemies very reliably. You do need to be careful; the anti-shield grenade works on SRV shields too, and that makes getting surrounded dangerous, but if you can string them out one at a time the SRV will be more effective against personnel than on-foot weapons.
And mines. Much bigger area of effect than missiles, and you can dive-bomb on the settlement and launch half a dozen spread out. No more enemies.
I doubt they'll ever release any dedicated air to ground weapons, since they don't want airstrikes to dominate ground CZs the way they do in real life, but using mines as makeshift bombs is the next best option.
I mean, a small fixed burst laser weights 2 ton and has DPS of 8.1. And the TK Aphelion handheld laser assault rifle that weights what, 10kg..20kg, has base DPS of 9.0? And if you upgrade it, you get DPS of 25.0 - that's the power of a huge 16t gimballed burst laser! Like, really?! It doesn't burn your hands when you shoot a whole clip?
I don't know why people still harp on about this one. Yes, in real life it would be absurd that a laser the size of a small house can't easily vapourise someone on foot.
But if ships could target and nuke people on foot in 0.1 of a second, conflict zones would be impossible.
When you're fleeing a settlement on foot, NPC ships don't shoot at you until you board a vehicle. If they did, attacking all settlements on foot would be impossible.
If NPC ships nuked you with rockets or mines the second you stepped outside, instead of dropping 4-6 scavs/guards off, all settlement missions would be impossible.
It's also silly that a small hand weapon can take out shields and destroy a ship. But if they didn't, you could park your ship at a settlement, stand underneath in the shielded area, and use your sniper rifle or rocket launcher to kill everything while they couldn't hit you.
So it's for gameplay balance, as you correctly guessed. It doesn't have to be realistic, it just has to afford some kind of challenge whether you're on foot or in a ship, not tilt the balance so far in one direction that the opposite side has zero chance.
They could add a .01 multiplier for all handheld weapons when dealing damage to a ship, and a 10x multiplier for all ship weapons hitting people.
But they didn't.
Would it, though? I mean, consider the example of the microwave [en.wikipedia.org]; clearly dangerous in higher concentrations, but not enough to noticeably overcome homeostasis in the amounts that escaped the early radio sets; he needed to note the chocalate bar, rather than feeling warm himself. Similarly, we would expect that a laser the size of a house is meant to hit a target the size of a house; and if you multiply the energy density by the area of the foot it hits, you might find almost all of the energy is going past the foot into the ground.
I can see a strong argument to be made that personal shields, while weaker in aggregate, are far more concentrated than ship shields because they cover a smaller area. This would be consistent with established mechanics, such as comparing the shield strength on the Courier vs the much larger Clipper, and would explain why anti-personnel lasers need to be unexpectedly potent. Ship-to-ship lasers can be far less collimated to take down the overall stronger but similarly less concentrated shields on ships. And that would further explain why hand weapons end up costing more than ships.
Now, that wouldn't explain the kinetics, not completely. But very concentrated personal shields would also explain how they can take exactly one hit from a ship's gun, or shrug off explosive shrapnel fairly easily. And have you tried firing a multicannon or railgun against on-foot enemies? While almost impossible to hit, they do reliably one-shot unshielded targets.
That's actually a very viable strategy for massacre missions. What screws it up is that they'll run up to and under the shield bubble where you are hiding, long before they take the shield down. Even if they do, it's usually because of the disruptor grenades rather than laser fire.
From what I can tell, however badly tuned it may have been at launch, at this point the relationship seems logical. They'll get through the shields, if you sit there and let them; but it takes a lot of enemies shooting for quite a long time to take a ship down.