It dawned on me the other day that there is really only 1 small Energy weapon that deals hard flux, the IR Pulse Laser. The AM Blaster and Ion Cannon also do but their roles are substantially different (strike and EMP, respectively), which leaves the small Energy mount as a beam of some sort. I presume this is by design but I'm also hopeful that another small Energy weapon will be able to deal hard flux.
There a million mods now and many have filled this gap in the vanilla small Energy line-up but...I haven't played them all. A few of the suggestions that follow may be eerily similar to current mod weapons and if they are, it just means great minds think alike...right?
Energy "Mortar"I love the design philosophy of the Mortar: cheap, flux efficient, and reasonably powerful but with the trade-off that the shot speed is dang slow. While the IR Pulse would be accurate and efficient, this weapon would hit relatively hard but have poor accuracy. Perhaps the projectile itself would "wiggle" a little on its course, move slowly, or have terrible recoil but whatever the case, something in the ballpark of:
Damage: 200/shot, 167 DPS
Flux: 175/shot, 146 flux/sec
RoF: 50/minute
Range: 500
OP Cost: 4
At full range, it's going to miss (which is why the IR Pulse still has a niche) but if you get up close or aim pretty well, you get a solid energy weapon. It would be near-useless if you tried to use it with IPDAI, unlike Tac Lasers or even the IR Pulse. Its above average damage/shot gives it some armor penetrating power that the energy weapon line-up across the board lacks.
Burst MaserA modified Burst PD Laser, the Burst Maser fires 3 short maser bursts in quick succession. Unlike traditional beams, it inflicts hard flux though at the expense of range. Accuracy is perfect but turret speed is quite slow. Ammo regeneration falls behind full-fire functionality so it will lag in prolonged engagements however initial ammunition stores allow for a fair amount of sustained fire before reaching this point.
Damage: 75x3, 225 DPS (113 when out of ammo), Energy
Flux: 80/shot, 240 flux/sec (120/sec)
RoF: 180/minute (90/minute)
Ammo: 12
Ammo Regen: 3-shot magazine every 2 seconds
Range: 500
OP Cost: 5
More accurate and slightly harder hitting than the IR Pulse, the Burst Maser is a little less efficient and suffers from halving its DPS after 8 seconds of sustained fire. Expanded Magazines would likely solve any sustained fire issues. Very slow turret speed would preclude it from being paired with IPDAI or a s a general anti-fighter platform. It would not be particularly well-suited for anti-armor duties but more so than the IR Pulse is currently. As it is a beam weapon, Advanced Optics would increase its range by 200 su but it would make the turret speed abysmally slow. The flux profile is a bit on the high side for smaller vessels but the extra killing speed may be worth it.
Graviton BurstNearly identical to the above idea except it does Kinetic damage. Damage reduced to 50x3 (150 DPS sustained, 75 when out of ammo), everything else stays the same. This weapon would be far more efficient at taking down shields than the IR Pulse (300 DPS) but be quite useless against armor. It would still have sustained fire issues, poor turret speed, and 500 range.
Light Nova CannonThis energy shotgun fires volleys of very fast, albeit inaccurate and low-damage, energy flechettes over a broad cone. Individual projectiles are extremely weak (25 damage) but are likewise very flux efficient. Oddly, the weapon has above-average range but accuracy is terrible at the extreme end. At close range, it is effective against shields but most armor will be able to shrug it off. Due to its slow rate of fire and low damage, it's not great at anti-fighter/missile duty but it can spray an area to soften up light targets.
DPS: 25x10, 208 DPS, Energy
Flux: 15x10, 125 flux/sec
RoF: 50 volleys/minute
Range: 600
OP Cost: 5
Anyway, I hope we see some sort of small Energy weapon in the future that deals hard flux, whatever that may be. Feedback and other ideas welcome.