Didn't have time to look up bombs/beams, I'll try and update that later.
Nox wrote:Combat in this game isn't a matter of dps. It's a matter of situationality and squared combat.
This doesn't consider a few crucial factors such as the burst damage capability, the per-slot capability, or the qualitative factors involved.
It really is not only a quantitative comparison.
9 times out of 10, you need weapons that fire frequently to either
(a) bring down enemy shields so that systems are exposed to other weapons (especially beam)
(b) bypass shields and bring down a system (i.e. a missile)
The whole point of the "dps" idea is that you want to buy weapons that have a reasonable cooldown. Take the Federation cruiser for example; I bought a hull laser last game but never ended up swapping out because the 10s cooldown on the basic laser is too good for frequently bringing down shields (at least in the first half of the sectors).
Sure, the entire game is situational, but in most cases you are going to want weapons with a small CD, and most of the "advanced" weapons fall short in that area, and can weaken you if you depend on them.