@ MesoTroniK: It is not all theory-crafting. I try some of this stuff in battles. For beams, not exactly a medium double tactical laser, but I tried the six tactical lasers with Eagle. (Basically the three medium beams without supplimental PD.) Not terribly impressed. Decent anti-armor, but not powerful enough to steamroll fights, and the flux load was not insignificant. I would not expect a new 200 damage/flux, and even 150 is pushing it, due to better anti-armor than 2x75 (and tougher flux load), assuming continuous beam. Meanwhile, something like phase lance has too much flux load (and very likely too effective if it had 1000 range out-of-the-box). Does not help that some other things you consider overpowered, I consider perfectly fine or at least not unbalanced enough to be a problem. Simply put, we will disagree on some of this stuff.
I tried some of the other medium energy weapons, namely heavy burst laser, phase lance, and pulse laser.
Heavy burst laser is no good for assault unless I control them manually. It prioritizes missile-defense as expected. My only problem with it is horrible efficiency compared to the smaller burst PD. It also barely has more damage than burst PD, so the only good reason to take this is more range, but that is real corner-case. Usually, it is better to put normal burst PD and save OP, unless the ship cannot, like Aurora with that rear synergy.
Tried Phase Lance and Pulse Laser as non-missile PD (anti-fighter/anti-frigate) on Eagle. Both are similar enough in effectiveness. Phase Lance is a bit better only because its flux load is not as high. Still, flux load is a bit high on Phase Lance. (Efficiency is not good at 1.2.) If Phase Lance had better efficiency and no other changes, it could have a real niche as alternative PD. Phase Lance needs something more to set it further apart from Pulse Laser.
Also your big part of the post assumed that every single ship would have those beams and that they would crush anything. That's simply not true. Beam spam works if you have overwhelming numbers, but in campaign it's the opposite. It's easy to counter beam spam, unless the opposing fleet is full of weak frigates and fighters.
Agreed.
As for Johnny's points...
In regards to the original topic, the idea of a medium mounted long range energy weapon must be handled with care as not to be overpowered. Medium weapon mounts are arguably the most commonly used weapon mounts for most ships in order to deal damage, as many don't even have large mounts, so a medium weapon will be something that will be used very frequently.
In that case, that will go mostly to the short-ranged hard-flux, high damage, or EMP weapons for the high-tech ships. Some are fine due to mounts that can use kinetics or special systems that can bypass shields, but others need Sabot spam, except Wolf who is screwed.
On midline ships, if my ship is short on OP, missiles are the first thing to go, closely followed by energy mounts not needed for PD. On Conquest, the medium energy mount is either empty or has more burst PD. On Sunder, if I use tachyon lance or plasma cannon, the energy mounts are empty because none of the weapons are good enough, and I need the OP to support the heavy weapon plus possible railguns.
Beams are perfectly accurate, but those continuous beams smaller than heavy are slow frigate killers. Painfully slow if the frigate is shielded, and none of the beams are Graviton (but then Graviton will not crack armor fast enough). An Eagle with six tac lasers against a group of frigates? Eagle may kill one frigate, then needs to shake off the other four before they swarm and kill it. Easier said than done. I even tried them against fighters. They do not kill as fast as shorter-ranged pulse lasers or phase lance.
- A beam with 1k range or more has a large enough range for it to be able to still turn and manage to hit the enemy ship, even if it has a low turning rate.
- There's always the ship turning speed to compensate for low weapon turning rate.
Ship turning speed can interfere with beam use. If the weapon turns slowly enough, it cannot offset the ship's speed. Tactical laser is fast, but not so fast as to always keep up with a fast turning ship. I would expect a medium beam having Medium speed, unless it is a PD beam. For a tactical laser to do its work, the ship should be as steady as possible (i.e., no sudden turns).
- You don't need an entire fleet to beam spam a long range beam because you wouldn't even need that many of them to be effective.
That is the point. Instead of needing six or more tactical lasers just to burn a hole through armor and do more than tickle hull of one ship, you only need about three. Six tactical lasers may be enough for anti-shield against frigates, but if I was interested in that, I would either get Graviton Beams instead or shoot them with hard-flux ballistics (or spam Sabots in case of high-tech ships).
- a single ship with a HIL can kill you if you down your shields if you are on a destroyer or anything smaller than that, because that is a large HE damage beam, now imagine a single ship with two or three beams that deal energy damage... It won't care if you have your shields up or not, it will simply fire away and kill both your shields and then the hull. Sure, it generates soft flux, but it generates flux, and it wouldn't be a low amount of it!
Low enough to impractical.
Energy damage is not all that it is cracked up to be. Not as long as the most difficult and rewarding fights are against Ordos with Radiants in them. (Nearly anything else is weaker than full Ordos.) It can be useful as anti-armor in a pinch, but unless it is overwhelming like plasma cannon, ships are better off with mostly kinetics plus enough anti-armor of some kind. For some high-tech ships like Shrike and Aurora, that probably means Sabots and Expanded Missile Racks. Wolf is out of luck.
Beams, on the other hand, unless they are lances and/or fire in bursts, are effective against everything, the only thing stopping people from using anything but beams on all high-tech ships is that beams are situational right now...
The reason why I do not use beams on high-tech ships for non-PD purposes is they have low DPS and deal only soft flux, and most ships cannot fire enough to overcome dissipation. The ships I am mostly likely to use beams as assault weapons are midline, and usually to compliment ballistics.