i came here to agree with this general premise.
i finally got to unlocking and trying Shock Cannons, as on paper they looked like one of the rare Weapons that i'd
actually like in the game (most i only tolerate the existence of, they aren't actually very interesting to use). and in practice, they do feel fun to use (again, unlike most of the Weapons).
however the primary thing i noticed was Ammo Pool compared to most other Weapons in the game.
considering that while the DPS is
theoretically high, but between high Spread when fired quickly(and terrible DPS when fired slowly) and modest Projectile Velocity - not to mention they do not have their own access to Corrosive Ammo - it's not like these things are borderline overpowered or anything.
however, i would prefer Engineering being available for them, than to just like, double their Ammo Pool (which is what i would do otherwise), given the choice.
i can also appreciate that many of the 'standard' Engineering types for other Ballistic type Weapons would make them a bit nuts. soo.... don't use the same Engineering blueprints as other Ballistic Weapons. have mostly unique ones.
here's a few blueprint suggestions off the top of my Head. these will be assuming Grade 5.
- 'Compact Munitions'
- +200% Ammo Pool
- -20% Reload Time
- -40% Magazine Size
- +50% Mass
- 'Tungsten Fracturers'
- +75% Projectile Velocity
- +60% Breach Damage
- +20 min and max Breach Chance
- +50% Armor Piercing
- -30% Damage
- +25% Thermal Load
- +50% Power Draw
- reduced Spread
- 'Shell Printer'
- +50% Magazine Size
- -100% / disables Ammo Pool
- -50% Mass
- +150% Reload Time
- +40% Thermal Load
- +125% Power Draw
- +20% Distributor Draw
- -25% Fire Rate
and i have to say i prefer the Engineering Blueprints for Weapons that do more outlandish, more unique things. and i'd hope that more of those can be statistically great in the future (as most of them don't tend to be). both in between the Engineering options that are available for a single item, as well as in comparison to what is available to other items in the game. it's more interesting when you have many choices that serve towards carving out or reinforcing what makes the Weapons (or Modules, for that matter) different from one another.