You can't increase the range without breaking the games balance. The moment proper High-Tech gets ballistic ranged energy weapons is the moment where all other types of ships get invalidated. I've always known this from playing mods, but I got a hard reminder when I installed Hazard Mining Incorporated and it introduced Remnant weapons that had longer than standard range for a borderline nonexistent OP increase and or flux efficiency decrease.
Can't increase the range
at all? The suggestion isn't to maintain a 1000 range beam here, it is to simply put them out of the 500-600 SU range band. Regarding the mod you referenced, you stated it yourself that the special Remnant weapons had a borderline nonexistent OP increase/efficiency decrease, which doesn't really inspire confidence in the balancing ability of that mod. The whole point of this thread is finding the right balance anyway, right?
HMI also introduced me to weapons that frequently pierce shields at any flux level. Given HSA Tachyon Lance and Ion Beam can do that, but are uncommon at low flux, having HSA increase their effects would be hellish, just as it was with that mod.
I didn't suggest EMP arcing at every flux level. I said double the effects. If EMP doesn't arc at low flux, then it still doesn't arc at low flux.
Having multiple beams decreases hit strength, making anti-armor / anti-hull beam weapons worthless. Decreasing the useful builds for S-HSA.
The implication there was that there was some benefit to make the split beams worth it, ie each of three beams does half damage or the beams maintain their effects (like the above 'doubled effects' idea). I remember these ideas coming up in past HSA balance discussions so I didn't feel like retreading all that ground, but the point is that it isn't
just to split the beam.
Shield bouncing is best left to a dedicated weapon as it would be agony to balance, and have the AI recognize as a potential threat.
The AI would struggle with beams being half hardflux/softflux. Both on the firing and receiving end.
I agree the AI would be tricky with both of these, was spitballing at that point. Hence why I followed those ideas up with "those are pretty tough to put into action, tricky to balance, and are inconsistent with peer S-mod effects though, so ultimately tweaking the range debuff is frankly the easiest lever."
Which returns to the range balancing. I think halved range beyond 400 isn't that crazy a change.
Compare the Graviton to the Arbalest:
9 vs 8 OP (not counting HSA cost or S-mod opportunity cost)
Both 700 range
Equal damage/flux
Higher hit strength for Arbalest
Perfect accuracy and minor shield debuff effect for Graviton
Similar comparisons with the IR Autolance and the Thumper, where the Thumper recovers charges faster but the IR has higher hit strength. Phase Lance doesn't approach ballistic range or efficiency in any world. Ion Beam is still an expensive and inefficient weapon. All the large energy beams would have equal range to Autopulse or Plasma Cannon, so hardly competitive with large ballistics there. The largest imbalance I see would be the tac laser, which would have 700 range against similarly ranged ballistics, but perfect accuracy. Tactical Lasers are also inefficient compared to ballistics and have poor hit strength though...
All of this at the price of OP, which high-tech ships already have less of compared to low-tech ships, or at the cost of an S-mod slot, when there are some really competitive high-tech S-mod bonuses. All of this compared to 700 range ballistic weapons, which are on the lower end of ballistic ranges. The only thing a high-tech ship would have going with these 700 range beams is speed, which, yeah, it helps, but they still need to enter ballistic weapon range to deliver that damage. The only ships that don't have ballistics are energy-only ships, and in that case I agree that they would have an advantage, but what are the chances that such a perfect matchup occurs? Never mind that high-tech shields are already an almost rock-paper-scissors like hard-counter to regular (non-HSA) beams as-is.
After looking case-by-case (ignoring Dorito weapons as they are special cases anyway) I'm not convinced that 700 range hard-flux beams would be competitive with ballistic weapons at all. They seem like they'd only be decent against slower, energy-only, non-capital enemy ships. That is a pretty specific niche. Frankly, HSA is useless as-is, so if the range change was an S-mod bonus then HSA wouldn't ever see action outside of being S-modded, that's for sure.