Sweeping would kill it as a long-range weapon, unless it was very strong, stronger than Phase Lance, to begin with.
That is not a problem, especially against fighters. As for frigates, if it has shields, it would probably block it better than Graviton (if it is like old Phase Beam), so that is not a problem, except for enemy Hounds which we want dead. Such a medium beam should be between Tactical Laser and High Intensity Laser.
P.S. That sweeping beam video. Those sweepers were awful, missing the Talons and barely scratching them when the beams hit. The small PD Lasers in the back were more effective against those Talons! I probably would not want to mount those sweepers, instead of Tactical Lasers, on my Eagle.
Also, sweeping would kill the point of non-shield damage if target is heavily armored (and the beam is not as powerful as HIL). Medium already has Ion Beam if player does not care too much about breaking armor and hull after shields are down.
That just isn't the case though, and lets have a talk for a bit Megas and I actually genuinely appreciate your criticism and theory-crafting. It prompted me to do more strenuous testing of the weapon when before it was mostly balanced by feel. As it turns out, my feel was right.
Also in that video where you claimed the PD Lasers were getting more kills? That just isn't correct. The Heavy Mining Lasers bagged 6 Talons, the PD Lasers 5 (1 of which got flamed out and collided), but on top of that? The Heavy Mining Lasers softened up most of those fighters on approach which they then flanked behind and got intercepted by the PD.
Here is the Heavy Mining Laser snapshotting Talons, sure looks like it is not "barely scratching" them.
Here is the Heavy Mining Laser mowing down bombers
and their bombs. This can be considered a bonus mechanic, the sweeping not only will hit multiple fighters in a wing at long range, but it will also intercept a fair bit of their ordnance.
Here is the stat card of the weapon. It is balanced at the cost of 2 Tactical Lasers with slightly less raw damage output and flux cost but due to beam mechanics it actually has more armor penetration than 2 Tactical Lasers least when not at long range. It also is added to the Base Blueprints so is known at game start so once again is not considered a "high end" weapon, just a solid workhorse that gets the job done and also is sold in the Open Market and has a mining power in Nexerelin games.
Here is a series of artificial test videos, yes I know these are not real battles and they are also against "blank" variants which means no vents or capacitors, hullmods etc etc. But they should still offer a fair bit of insight and relative performance under easy to observe controlled circumstances!
Here is a pair of Graviton Beams taking 68 seconds to deal hull damage to an Eagle.
Here is a pair of Graviton Beams taking 8 seconds to overload a Lasher, and 19 seconds to deal hull damage (counted after the overload happens).
Here is 4 Tactical Lasers taking 24 seconds to deal hull damage to an Eagle.
Here is 4 Tactical Lasers taking 12 seconds to overload a Lasher, and 6 seconds to deal hull damage (counted after the overload happens).
Here is 2 Heavy Mining Lasers at 1400 range taking 26 seconds to deal hull damage to an Eagle.
Here is 2 Heavy Mining Lasers at 1400 range taking 12 seconds to overload a Lasher, and 7 seconds to deal hull damage (counted after the overload happens).
Here is 2 Heavy Mining Lasers at 750 range taking 24 seconds to deal hull damage to an Eagle.
Here is 2 Heavy Mining Lasers at 750 range taking 12 seconds to overload a Lasher, and 5 seconds to deal hull damage (counted after the overload happens).
Here is 2 Heavy Mining Lasers at 500 range taking 23 seconds to deal hull damage to an Eagle.
Here is 2 Heavy Mining Lasers at 500 range taking 12 seconds to overload a Lasher, and 4 seconds to deal hull damage (counted after the overload happens).
As you can see? They offer *very slightly* worse performance than paired Tactical Lasers against shields, and a bit worse against shielded fighters at long range as well as worse against small targets in general when far off. Against armor at long range they are *slightly* worse in performance than paired Tactical Lasers, but as you close the gap they equal them and then exceed them at armor penetration when up close. Combined with the bonus mechanics mentioned above of both combat and campaign layer mechanics? I believe this weapon is balanced reasonably well, and I hope you agree Megas and that Alex and other modders might find this wall of info useful
While this might be a bit presumptuous of me? I just want to mention Alex that a medium Tactical Laser'ish weapon? Is a very volatile concept, and I know as I been down this road myself while modding. The problem is that they are completely obscene at killing fighters, and frigates! The combination of enough raw damage output to pressure shields decently while also having much more armor penetration than a Tactical Laser? Basically becomes a NO FRIGATES OR FIGHTERS ALLOWED ZONE heh. To the point where not only is it overly effective when used by the player, it also becomes downright unfun to fight *against*.
Yeah, this is a large part of why the HIL ended up with HE damage! Sort of an opposite approach - doubling down on anti-armor, but making even weaker shields counter it well.
The "sweeping" is quite an elegant solution.
The other thing is, well, the Tactical Laser is already there as a possible beam option for medium slots. For ballistics (light AC -> heavy AC, say) at least the range is substantially different, and the heavy version is significantly burstier; generally speaking I don't love adding "exactly the same but bigger" weapons.
That being said, my biggest issue with Energy has always been the lack of hard flux in Small Energy Mounts and the proliferation of Small Energy Mounts (some ships only have them). There just aren't good options to get through shields. I've suggested a few things in the past but I guess I'm in the minority as seeing this as the primary problem.
Improving the IR pulse would hopefully do the job there, I think? It would never be as good as something like an LMG, of course...
(Re: medium tac - right, yeah, at least something would need to be substantially different.)
I actually think the IR Pulse is in a pretty good place it's just there is no alternative to it if you want do deal hard flux. It's a really good jack-of-all-trades weapon but even among generalists, we could use a small energy weapon with a.) more range (but less damage) b.) more damage (but less range/poor accuracy) or c.) something "special" that breaks normal Energy conventions but has a trade-off (high OP, poor flux efficiency outside its given role, etc.). I had a bunch of ideas (wow, it's been two years...!) on this very topic.
I guess where I'm coming from is that no matter how well a weapon fills a role (IR Pulse is a good weapon!), it gets boring being relegated to it every. single. time. I don't think there should be a bunch of "not better but different" weapons in the game but Small Energy is in some desperate need of variety when it comes to straight-forward weapons that do damage.
I feel like the range of the IR pulse is about the extent of what hard flux damage can have in small energy slots before there are problems. It'd also be nice if it was useful on something like the Wolf, which I don't think it currently is... hmm. (Made a note to have another look through that thread, btw.)
Thank you Alex! I am quite happy with the sweeping myself both mechanically and "tech lore" wise since it is a souped up Mining Laser so it sweeping makes sense... Or something. Maybe my rambles and footage up above will inspire you to do something a bit unusual for vanilla if you end up doing a "med Tac Laser" in vanilla later
Regarding the IR Pulse Laser buff in theory? Keep in mind this is pure theory-crafting I did not try this nor put too much thought into it... What might be interesting to do Alex is make it fire in double tap bursts, but not like the Heavy Mortar. Give it a 2 shot magazine that also reloads in paired shot clips not a trickle and it could fire 1 or both shots (or more) back to back, this way it can also be souped up with the Extended Magazines hullmod. Overall DPS the same, but would get a bit of burst potential but not really that much. Might also need to be made slightly more flux efficient if something like this happened. Anyways this would not only buff it some, but it would also make it more *fun*, having a burst fire small energy weapon in vanilla and not just another semi-auto one.