I don't do energy weapons. Should I give it to the mute girl? I equip Veronica heavily with energy weapons and she just shines with them. I have the BAR too but just a few rounds. It looks like I'll do the entire DLC with the Bear Trap Fist. Hi ho.
Christine is perfectly fine with Knife Spear. Maybe give her a police pistol if you prefer melee/unarmed, but I like ganging up on Ghost.
Your numbers aren't adding up the way mine are, the AER14 fires roughly three times the speed of the holorifle.
Your forgetting stuff like laser commando which really makes lasers pack a punch it makes the DPS of the AER14 30 even after the holorifle is fully modded, I'm getting a much larger gap between the AER14 and the fully modded holorifle.
Here's the numbers I'm getting with maxed charged ammo
Holorifle:(all 3 mods)
Max Charge
AM 167, DPS 205
Regular: DAM 111, DPS 143
AER14
Max Charge: DAM 64, DPS 238
Regular 43DAM, 173DPS
I'm seeing a thirty point difference DPS in the AER14's favor vs a fullymodded holorifle, I don't think laser commando could be making that much of a difference, I think your equipping one weapon and comparing to the stats of another without actually switching.
Even ignoring those values and using the stuff presented in the wiki, the holorifle fully modded still comes out with a lower DPS then the AER14 with laser commando(and lets face it if you love lasers your going to take that perk for the +15%DMG and +10% critical)
10LK+Finesse(5)+1st Recon Hat(5)+Light Touch(5)+Laser Commando(10)+4% Set Lasers for Fun, +3% Built to Destroy=42%with laser weapons,
The AER14 has a x2 critical mod which means 84%, The holorifle doesn't benefit from laser commando and has only a x1 chance mod so its max is 32%.
My point is the Holorifle may be a awesome weapon but it doesn't outshine everything from the original game like people think it does.
Yes of course, Laser Commander. And I haven't add Better Critical in.
Still, real numbers (from GECK, only look at Laser Commander and critic chance difference) is more like this:
AER14:120.75 base DPS, with critical 253.05
Holorifle (fully modded):120.75 base DPS, plus DOT 135.75 with critical 174.15
Sure, in expense of extra 4.9 cell per second, you get extra whooping 78.9 dmg per second. What if I use the Maxcharge that only eat another 4 cells?
Holorifle with Maxcharge: 181.12 base DPS, plus DOT 196.12, with critical 253.72
The number is identical, along with -10DT.
In VATS, AER14 only fire 1.5 time more than Holorifle. 99% crit chance brings it closer, but still 4.3 dmg/AP against AER14's 3.5 dmg/AP
Now lets say we are shooting at some Fiends:
AER14 does 219.05 DPS
Holorifle does 165.35 DPS
Holorifle with Max charge does 253.72 DPS
Given Fiends only have ~100hp, Holorifle kills before AER14 fire its second shot.
Now how about some DeathClaws?
AER14 does 208.05 DPS
Holorifle does 157.65 DPS
Holorifle with Max charge does 248.22 DPS
Given their health of 350, AER14 do triumph Holorifle with regular cell; however with Max charge the Holorifle is already aiming at the next one.
My point is, Holorifle does too much damage per cell.