The weapons DID NOT get nerfed.
Indeed they didn't. They just got messed up (or "Schema'd" ) as usual.
After all this time, I'm forced to log back in to this infernal site, and descend into the masses of mindless fanboys and furries to bring about the light of unwanted truth, and ignored common sense.
You claim the 1:1:1 ratio had to be changed to 1:2:1 because 1:1:1 made the weapon have a greater damage output.
That is a wrong answer to the wrong problem.
A few patches ago effect modules did indeed increase weapon damage, regardless of what they were supposed to do. That has already been fixed.
I haven't seen it occure anymore. That bug, so smugly referenced in the bug tracker might point to that. It might have been posted by an imbecile. Nothing I tried modified weapon damage, unless it was supposed to do that (pulse secondary, or overdrive module)
Let's pretend the bug WAS real - maybe it was so recent even I didn't have time to notice it? -
You can still build a 1:1:1, or a 100% ratio or whatever. How come it no longer messes things up?
If it was real, why not just fix that bit of code that accidentally made the suport blocks add to weapon damage, and leave the ratios well alone?
It gets worse.
Beam weapon with beam secondary, for increased range: Before the patch, it didn't have any anomalous damage boost. Changing the number of support blocks had no effect on it's damage output whatsoever. As it should be.
All it did, was increasing the weapon's range. As it should.
-Now, on this current patch, as you start adding support blocks, the weapon's range increases, it's burst time decreases, and it's recharge time increases. Oddly enough, I reached 100% support while still only having a 1:1 ratio of beam-beam, no effect. Odder still, the weapon's power consumption and damage increased to four times the unsupported value.
Then I added overdrive modules. Still at 1:1:1 ratio, it shoved 100% both on support and effect. Weapon damage didn't change, range dropped by one quarter, burst time doubled, recharge time dropped by one quarter.
Case in point:
All values are changing wildly and unpredictably. The bug that was claimed fixed was actually just now introduced to the game.
And, if you're still reading, I'll tell you the greatest problem is still laying beneath all this chaos.
Namely, how utterly wrong this entire support and effect system is:
Small turrets and ships are laughably useless with some weapons, as you simply can't squeeze in enough blocks to make them work. Several stats are fixed, such as range, area of effect, or projectile speed. It quickly becomes awkward when both a tiny and a gigantic cannon reaches the same range and aoe. The previous, scaling system made more sense.
And most of all, every weapon needs to have several effects, though you can only ever add one: Like aoe AND penetration - they ought to be inherent values for every weapon.
This weapon system needs to go. Bring back the old one. Add all the current effects and stat modifiers as built in sliders, much like it used to be. Based on the weapon's mass, you'll get points. Then let everyone balance out those points on any and all stats and effects they like. Be generous. Overkill is fun. A cannon, with a 20 block diameter barrel destroying 1 block, and perhaps 5 around it is the opposite of fun.