Under normal circumstances, energy weapons and guns are pretty much the same, with energy weapons coming out with a slight advantage. While ammo has more variety with guns, and guns tend to be more plentiful, energy weapons have the advantage of being able to convert between ammo types. This can make acquiring ammo for energy weapons much easier.
The imbalance comes when you introduce the armor system. Heavily armored targets (mutants/deathclaws) require specialized ammo/skills in order to kill. In this way, guns have a major advantage because there are multiple ways to bypass AP. For many ammo types, there is a AP variety. There are also a few perks that will allow you to bypass AP in certain situations (Shotgun Surgeon). Furthermore, a critical hit always ignores AP.
Energy weapons only have *one* way to bypass AP. You must score a critical hit. There is no other way to bypass AP with energy weapons. Plain and simple. This is where energy weapons fail. Add to this the fact that energy weapons, in many cases, have a lower critical chance than normal weapons and the situation gets even worse.
Energy weapons *need* another way to bypass AP to be useful. Specializing your entire character around critical hits to make an entire weapon class viable against a select few types of enemies is simply not acceptable, despite what anyone says.
Hopefully there will be a balancing mod to fix this in the near future, because we all know Obsidion isn't going to do it. They're far too busy with all the bugs.
