Right now lasers kind of suck and there's no reason to use them ever. They have a falloff of 500m in a game where engineered ships have speeds of over 500m, you have to choose between trying to fix their range problem OR increasing damage, they have a few extremely niche uses like heat venting for beam lasers, but plasma does the phasing sequence thing better and everything else the lasers can do is overshadowed by the overcharged multicannon. Even the much-hyped thermal damage for shields can be done by putting the incendiary mod on the overcharged multicannon and just shooting people with it. Multicannons start their damage falloff at 1.8 km, and nearly anything you could do with a laser could be done with multicannons instead, because the only buff you need is slamming overcharged on it and maybe an autoloader. Yes, the multicannon requires ammunition, but you can synth that with common materials or just park a carrier near the CZ/hazres/whatever you're fighting at.to fly off and reload whenever you run out. Yes, the tutorial claims you want lasers for shields, but you can do all that with incendiary multicannons and have full damage out to 1.8km instead of .5km.
Thus my suggestion is to increase the laser falloff damage range so the weapons do full damage at, I dunno, 1.5 kilometers. If I wanted to hover really close to enemies and get more damage, I'd take frag cannons, which do a bunch more damage than lasers and can get some pretty sweet mods. Sure, the multicannons require ammo and the lasers don't, but the lasers pull more power out of the distro and it would give laser users the ability to slap on overcharged or rapid fire to get some fairly decent damage and not dully sit there pulling the trigger in a high CZ for three hours to kill a Python. It's not like these weapons have the burst potential of plasma accelerators anyway, and per skimming the wiki they do less base damage than multis, so you're not invalidating multis either. It would provide a more immersive experience by having all of the laser selling stations and laser manufacturers in the universe not be scamming people by selling inferior weapons, and it might open up some new options in a stale ship meta. Hopefully this is just a variable in the code that can be tweaked without disrupting too much else.
Thus my suggestion is to increase the laser falloff damage range so the weapons do full damage at, I dunno, 1.5 kilometers. If I wanted to hover really close to enemies and get more damage, I'd take frag cannons, which do a bunch more damage than lasers and can get some pretty sweet mods. Sure, the multicannons require ammo and the lasers don't, but the lasers pull more power out of the distro and it would give laser users the ability to slap on overcharged or rapid fire to get some fairly decent damage and not dully sit there pulling the trigger in a high CZ for three hours to kill a Python. It's not like these weapons have the burst potential of plasma accelerators anyway, and per skimming the wiki they do less base damage than multis, so you're not invalidating multis either. It would provide a more immersive experience by having all of the laser selling stations and laser manufacturers in the universe not be scamming people by selling inferior weapons, and it might open up some new options in a stale ship meta. Hopefully this is just a variable in the code that can be tweaked without disrupting too much else.