taiyoukage: Concerning the armor mechanic, hasn't it been reworked to EW weapons dealing damage only to targets with conductive armor as opposed to targets with high armor ?. I believe this was done as players went fully naked against robots to break the game mechanics into thinking they had low armor . I could be wrong
Yes, in the original taking away the armor would protect you from the lasers BUT I don't remember a single encounter where the enemies were using only lasers, so was equally dangerous to do it. I used a mix of light and heavy users, and when was facing laser-users, the heavy-armor PC were playing to hide-and-seek (or looking good place with a lot of cover for long reach attacks with secondary weapons).
I already fight the farm ambush and the skorpion in the new DC, this is with the supreme jerk, where the best launcher rocket do 250 of damage instead of 500. So, here is my conclusion:
Weapon energy are worth, but more selective. Those are the best energy weapons:
Death Ray (Tier 6-1; AP 6; Energy Cells; Cap 10; Con 2.5x; NCon 0.7x; Dmg 50-70; Range 30m; 13.0 lbs; $1850)
Gamma Ray Blaster (Unique; AP 5 / 6; Energy Cells; Cap 20; Con 2.3x; NCon 0.5x; Dmg 40-65 or 40-65 x3; Range 20m; 9.0 lbs; $130)
Gamma Ray Blaster is available from Arizona and is the one I'm using right now.
The x3 is able to generate +200 of damage to a single conductive armor user, my current character has 11 AP per turn, so is able to fire a a x3 and x1 and with luck two rounds of x3, that translate, that this weapon is able to produce the most infamous amount of damage against enemies in supreme jerk, even only with the x3 is still as near efficient as the rocket launcher, I had only be able to reach similar amount of damage with critical attacks of the blunt weapons and sniper riffle.
However, the amount of conductive armor users is LOW, except in the final battles, after reaching Arizona, you should be fighting with 3 groups: normal human, evolves (synth), robots. Strangely, only the robots are conductive, the synths will have heavy-armor ranges (Armor of 7 - 10) but will be non-conductive (And they are full of metallic parts), so not sure if this a bug or what, but in my opinion is broken. The humans, seem to be more correct, you can find multiples humans with Armor of 7 non-conductive, however your own rangers can reach that value using light armor and perks, so is acceptable (I still need to fight more of the priest and monks) .
When the targets are non-conductive the amount of damage is low. For the gamma ray blaster with the best perks will be between:
((40*1.3*setting)*0.5)x3 to ((65*1.3*setting)*0.5)x3
Remember, in supreme jerk, you do only near to the half damage.
This indeed is low but has a benefit, is a safe attack, not amount of armor will reduce it (EXCEPT a perk from the repair skill). If your current secondary/main weapon has less than the half of the armor of your target, the energy weapon will be a best option, but probably this will happens by a minor time, for the ending of the game you should have all your weapons able to bypass armor of at least 7.
So, for the final battles, the best weapons in supreme jerk probably will be blunts, snipers and energy weapons (in that order). I still need to reach that point to confirm it.