In contrast, most energy weapons tend to be niche weapons, only doing 1 or maybe 2 things well, but are terrible at other things.
A big problem is that while the ammo is common, it costs so much more in expenses to fire them at full capacity. To fire Multiplas Rifle, for example, costs 45 caps. In contrast, to fire gobi, a better weapon in 9 out of 10 situations, costs only 6 caps.
The overcharge and max charge conversions do not offer fair conversions and actually give you drawbacks, while .308 jsp is a perfect 1:1 conversion and has no drawbacks to speak of.
Energy weapons don't have a single good VATS weapon against high DT targets. Both Tri-Beam Laser Rifle and Multiplas - the two best VATS weapons - suffer greatly once DT is factored in. What this means is that Pew-Pew is the ONLY option against high DT targets. In the meantime, Guns rule the entire VATS landscape. There are half-a-dozen guns that are better in VATS when the DT is 20 or higher. It's not at all balanced.
To put it bluntly - something's wrong.
I've thought about this a lot as I was writing my weapons FAQ, and I think some of the imbalance comes from guns having Gobi/Sniper Rifle+. If you took away these weapons, they'd be a bit more comparable. But I don't think you'll be able to do that at this point. So here are some recommendations that will really improve the situation. I don't claim these recommendations to be perfect, but the current situation is obviously bad that it's better than what is already there.
The only weapon that I think is balanced correctly is the YCS/186. It's the only one you guys got just right. It does more damage for less caps than all of the other weapons, yet it's still pricey to use it.
Economic Fixes - Quick
This might fix a lot of problems and balance issues immediately. It's not the recommended course, but if you only had 5 minutes to spend on this... then this is "a" solution that would mostly work:
1. Consider making Energy Cells cost 1 cap instead of 2.
2. Consider making MF Cells cost 2 caps instead of 3. If you do this, make sure the YCS/186 uses 6 cells instead of 4 so that it costs the same to fire it. Like I said, you got the balance right.
Economic Fixes - More Balanced
These fixes would do a more thorough job at fixing the actual problems. They do not assume the above fixes.
1. To make overcharge ammo, you should spend 5 regular cells to get 4 overcharge cells. This is a perfect trade, and you still suffer durability so it's still worse than the .308->.308 JSP conversion.
2. To make max charge ammo, you should spend 7 regular cells and get 4 max charge cells. This is also a perfect trade. I see absolutely no problem with this.
3. Multiplas Rifle should use 3 MF cells, not 6. In its current state, paying 45 caps for a max charge shot is honestly not worth it unless you are sneak attacking legendary death claws. How many of those are there? Considering Gobi and Sniper Rifle+ cost 6 caps, I don't have to tell you that this is not balanced.
4. Plasma Defender should use 1 Energy Cell... maybe 2... but certainly not 3. For a weapon that is not much better than a Weathered 10mm using .10mm JSP, you pay way too many caps to fire it. Gun users pay 1.5 caps per shot to use Weathered 10mm with JSP ammo... why should the energy user have to pay 6 caps for?
5. Pew-Pew seriously needs to use less ammo. Even with regular cells, it costs 30 caps to fire this weapon. The thing is, the damage for regular cells is abysmal for the cost you pay.
This Machine with plain old .308 ammo does 446.88 effective DPS while Pew-Pew does 485.16... but the gun user only pays 4 Caps! If you want to pay 6 caps to get .308 JSP, This Machine does 670.31 DPS. In order for Pew-Pew to compete, it needs to upgrade to max charge ammo for 75 caps a shot. Then, it will finally deal 801.56 DPS to surpass This Machine. Are you saying we need to spend 69 more caps to do 150 more DPS?
Solution: Pew-Pew should use 5 EC's instead of 15. It would still cost 25 caps to fire at it's max setting, which is still much higher than the costs of .308, .50 or .45-75 gov't ammo. At least you don't have to pay 12,000 caps just to fire 400 shots like you do now... for what seems to be very little benefit over what gun users get for just 6 caps a shot.
6. Fix Plasma Caster to fire in VATS correctly so that it doesn't miss or do low damage. Also make it fire correctly in 3rd person view.
7. Bump Q-35's base damage from 32 to 42. Next, bump it's critical damage from 65 to 75 OR change the critical modifier from 2x to 2.5x. For a standard rifle, the current state of Q-35 is pretty bad. It doesn't do ANYTHING well. It merely acts as a weapon to use while you are leveling to eventually get the caps to pay for better weapons, or be able to meet the requirements for Plasma Caster. Bumping these stats would greatly improve things, because right now, it doesn't even beat out This Machine, let alone contend with Brush Gun, Gobi, Sniper Rifle, Ranger Sequoia and a host of other weapons. Energy weapon users need a good, all-around weapon that you don't need to repair all that much, does good in vats, regular combat, etc. This kind of versatility in at least 1 weapon is desperately needed.
That's it
There are other changes, but I think these changes would greatly improve the situation. It's not that you can't win with energy weapons - it's just not balanced compared to picking guns. If you pick energy weapons
I'm sure there's a lot on priority list to fix in Fallout: New Vegas, like broken quests, crashes to desktop, and other things like that. Even still, I think fixing the game balance is an important thing to add to the list if it isn't already. And truthfully, these changes would take next to no time to implement probably.
Thanks for listening.