ok i see where you are going with this, but using your logic if you put in three times more energy and the only difference is 30% increase in damage where did the rest of the energy go? To compensate the projectile has to either be faster or release energy in non-damaging form. So what a massive radio wave or UV burst or every time you fire? If so much energy was lost kos of the weapons inefficiencies it would melt in your hands after one clip.
you CAN beat the game with energy weapons! You can also kill deathclaws with the Lucky revolver. The issue here is that regular guns are more reliable, available, versatile, cheaper and lighter. Guns are just so much better.
Well I did not suggest that New Vegas handles energy weapons right, just wanted to say that logic behind "more powerful guns use more energy" is not fundamentally flawed.
You misunderstood. The rock is the projectile while the person throwing it is the propellant. So if two different people are throwing the same projectile in his definition it becomes different ammo (propellant +projectile). Hmm can either of you incorporate the value of the barrel length into your argument? lol
Well that is what I mean by "design of gun". Yes, that of course also plays role.
...lol you guys are getting way to technical over a video game... how about you just go play some fallout?
Lets do -as I see it problem is this:
In original Fallout, energy weapons were sort of more powerful, more advanced weapons, parallel to big guns and superior to small guns. They were largely unavailable first half of the game so player usually used small guns and/or melee/HtH skills. Later with more resources player could take either big guns or energy weapons to take on big bad guys of later game. So energy weapons and big guns were in fact extension of small guns. Remember that energy weapons not only did lots of damage, armour had different resistances against laser, plasma, gunfire and melee attacks. With some exceptions, most of the armours had significantly less resistance to energy weapons than to normal guns. So energy weapons were sort of advanced superweapons.
With Fallout 3 this changed to large extend. Armour was striped of different properties and got single resistance value against all attacks. Energy weapons and big guns became also available much earlier in game. Their effectiveness went down. I was really surprised first time I found laser rifle how little damage it does compared to Fallout 1-2.
With New Vegas trend went even further. Big guns were drooped altogether and guns and energy weapons became in fact parallel skills. This inevitably led in to rebalancing all weapons but energy weapons in particular. What developers did was to create group of weapons which boosts both low and high level weapons. Parallel tech tree to guns. While in general I agree with this concept I think they went too far in rebalancing energy weapons as group. In doing so they in fact made advanced technology (energy weapons) inferior to ancient technology (guns) which of course makes no sense. You do not develop technology if it is not better than existing one. I think Momaw nicely summed all disadvantages. Energy weapons do more or less equal damage to guns while having no armour penetration, are less reliable, more expensive and more difficult to obtain, more difficult to maintain and more expensive and difficult to operate due to ammo consumption and its higher price.
I think that energy weapons as advanced technology SHOULD reward player for investing in to the skill, difficulty in obtaining, maintaining and operating them. In current state of affairs, player is penalized for using them which makes no sense. Something should change. Either we should return to 3 skills concept of smallguns, energy and big guns or rebalance current dual system again. I would vote for second one.