I haven't had much of a problem with energy weapons. Sneak crit with an upgraded laser rifle 1 shots most things, and with the insane amount of crits I get I bring things down pretty fast. They have a bonus of looking cool and turning people to ash and goo.
you can make them work, that is true.
still, i'm with many of those ranting here, as i don't like the simple fact, that you actually have to put thought(and perks) on making them powerful.
i mean, energy weapons were supposed to be the latest and greatest in weapon technology.
it's hard, very hard to understand why they should be, by default, way weaker than some rifles from the early 20th century. this is BS, end of story.
and if like this wasn't enough, the whole ammo consumption concept...yeah, whoever of the devs can explain to me on what logic a unique laser pistol is supposed to eat up 15!! energy cells per shot, while a big huge behemoth called plasma caster only eats up one per shot is welcome to elaborate this here.
the game's bias towards gun powder based wepaons is ridiculous at times. it's not only the energy weapons affected here, the same goes for missle launchers and even the fat man.
making the missile launcher even more weak than it already was in fallout 3 is almost an achievement. those warheads seem to be filled with cherry bombs
and why a player should favor carrying a 5lb mini nuke over 2 rounds of .308 jsp, which are doing basically the same damage is beyond my imagination.
folks, there's is an alternative to gimping weapons you consider too powerful: make them (ot their ammo) rare! or make them appear late in the game, whatever.
but please, if i launch an effing nuke, i want to see a corresponding effect.
the weapon balancing was way better in fallout 3, no doubt.