After playing around a bit more , Iv settled on my thoughts regarding some of the shoud weapons.
Hungering rift : actually I found some very nice usecase (e.g. on paragon , or hyperion) for it , and link fire being able to overcome the hard limit cap is also a way to allow you to exceed the dps cap. And further testing made me feel the flux effciency wasn't that big of a deal after all
Rift lightning : While I personally still advocates for a bit more hitstrength in trade for some rate of fire , but after discovering several niches for it (mainly on frigates like tempest and glimmer) I see it as a lot more versatile than it first appeared.
Now , the only weapon that I think still deserves a significant rework , is the Abyssal Glare. For it being an expensive endgame weapon gated behind heavy exploration and multiple endgame combat , and only being a medicore plasma side grade is really iffy. At the moment it is 500 (beam dps) + 200 (explosion dps) , which makes it on par with plasma on paper..
But the truth is that you are trading away so much utility for that efficiency, first its majority softflux , which if you don't have multiple stacking to quickly overwhelm enemy shield its just so much worse. And then is its main struggle , against armor , not even heavy armor , it will struggle even against the average cruiser armor unless you have a system like HEF to help you overpower that. And its low hit strength also makes it abyssal against the hull as well.
So in the end , what you have is a weapon that , on one hand , you save around 300 dissipation , but on the other hand , you are forced to divest more OP and flux dissipation you saved into fighting armor and help you stack up the softflux to overpower shield.
Which I suppose if you look only at the numbers it would look fine, but the issue is that the game isn't about the numbers. If I have a gun that is *slightly more efficient in some niche scenarios than my tradition gun I can buy off the market that I need to go ALL THE WAY OUT INTO THE ABYSS to hunt for , Its simply not worth it for me to even craft it.
I hope Alex understands that he should allow those hard to access weapons be more . . powerful , its the same reason why swarm launcher buffalo mk II swarm fleet will beat a 2k dp ordo but majority of the player base is likely never going to use that strat. Why ? Because the time cost need to be sunk for grinding out those fabicators and coordinators and the swarm launchers are simply wayyyy too high. Majority of the player base simply will not go through that. And Therefore I think those shouded weapons should still be balanced similar to omaga weapons , where you kinda expect there to be around a limited number in a given fleet.
Ok so back to the Abyssal Glare, my personal proposed fix for the abyssal glare is to , change beam damage from 500 to 650 and change explosion damage type from energy to fragmentation. Therefore , it will be slightly worse off against shield due to higher percentage damage being softflux , but much much better against armor and does overall better against hull. And the numbers will be more comprehensible as less damage is tucked behind a hidden value that a normal player won't know.
Annnnd just one last bit , a bit of a QoL suggestion, Make thunderhead not proc on debris plz and thank you , I don't like seeing my capital ships waste so much flux on dead ships when it desperately needs to conserve flux.