The Ion Laser was the only real choice. Measured at level 15, one target, 300 px:
| before | now | |
|---|---|---|
| Ion Laser | 833 | 284 |
| Drone Swarm (commanded) | 267 | 262 |
| Homing Missiles | 170 | 170 |
| Snake Gun | 167 | 167 |
| Pulse Gun | 130 | 130 |
4.8 times the second-best weapon isn’t a boss-killer, it’s a no-brainer. And on top of that it also won against groups (1,643 vs. 1,057 for the missiles).
The cause was structural. The system that scales every weapon gives them all the same DPS budget per level — but for the laser, that budget was meant per target, and it got multiplied twice over: once by its ramp-up (×5 after four seconds, since 0.86.0) and once by the number of targets it hits, which grows from 2 to 5 across its levels. Both factors grew together, so the budget was already being paid in full — twice.
The budget now sits at roughly a third of what it was. Its character stays untouched — weak when cold, brutal when hot, longest range — it just no longer stands on a foundation that was paid for twice.
The result is a set of roles instead of a ranking:
| Single target | Group (8) | |
|---|---|---|
| Ion Laser | 284 | 560 |
| Homing Missiles | 170 | 1,041 |
| Heavy Gun (at 150 px) | 168 | 640 |
| Drone Swarm | 262 | 262 |
| Pulse Gun | 130 | 175 |
The Heavy Gun drops to 28 at 300 px — that’s not a bug, that’s its range. At its intended distance it sits at 168.