The THUNDERWAVE weapons have 600 m/s speed, 8.33 refire, and 2800 DPS. At first glance, one might think that 8.33 is an advantage, but it is not. With 600 m/s, there is a very narrow window to fire at the enemy and hit them, and you are better off firing one or two powerful shots instead of continuously firing. Because of this, the 2.00 EXCALIBUR codenames with 600 m/s, achievable from wrecks, are far better. I don't want to drop the THUNDERWAVE's refire to make it more useful. I'd rather preserve its unique traits, but buff it until it has enough extra damage output to make up for its faults.
I suggest increasing its damage from 336 up to 372, thus increasing its DPS from 2800 up to 3098. This might look extraordinary, but let's keep in mind that the EXCALIBUR has 3000 DPS, combined with a superior 2.00 fire rate that allows a total of 3000 damage to be dealt during the narrow 0.5-second window of accuracy (the first shot is instant), while these newly buffed THUNDERWAVEs will still only deal 1,860 damage in that amount of time. To accommodate for this slight increase in damage, I suggest increasing their energy cost from 68 up to 75, which will increase its power usage per second from 566 up to 625, resulting in an energy efficiency of 4.957, which is decent, but not extraordinary for a 600 m/s gun. The Sunrail, in comparison, has 2860 DPS and 4.995 efficiency, and the Judgement Mk1 has 2560 DPS and 5.71 efficiency. I also suggest increasing its range from 600 up to 660m, thus providing it some sort of potential usefulness against larger ships. 660m range is not exceptionally high, and is not at all unusual for 600 m/s weapons.
Proposed stats: Damage: 336 up to 372, increasing DPS from 2800 tp 3098 Refire: 8.33 Speed: 600 m/s Range: 600m up to 660m Power usage: 68 up to 75, increasing e/s from 566 to 625 and efficiency from 4.941 to 4.957.
The SUPERSONIC codename has an improved speed of 800 m/s, but a vastly decreased turn rate, an average damage output, a below average range, and an energy efficiency that is low, but appropriate for such speeds. The difference in speed from a 700 m/s gun up to 750 m/s is helpful, but not an extraordinary difference in accuracy. As the speed increases, further increases in speed are a smaller percentage of difference, thus the difference from 600 m/s to 650 m/s is more significant than the difference from 750 m/s to 800 m/s. These SUPERSONIC weapons are interesting, but their extra speed simply isn't enough to justify their vastly slow turn rate and extraordinary price.
A lot of people are suggesting that their turn rate be increased, but I don't want to see that happen. I like the unique characteristics of these weapons, and I'd like them to stay that way, but be rebalanced to be good enough to be worth it. I think kicking their speed from 800 m/s up to 825 m/s should do the trick. It's barely noticeable of a difference, but combined with their already high speed, it might be enough to do the trick. I am aware that 825 is not as clean of a number as 800, but it will make the weapons more useful.
The FEUERBALL weapons are impressively powerful, but their speed is so slow that they are extraordinarily difficult to hit anyone with. Let's keep in mind that these are meant to go on Light Fighters, so they're competing with some extremely powerful weapons for usefulness, and they don't have an extraordinary 7.24 energy efficiency or improved 650 m/s speed like the ARCHANGEL codename weapons equip-able on VHFs. I am a huge fan of 1.00 weapons, however it has been my experience that literally any other LF gun, including the ONYX purchasable for a mere $2m, or even the normal NPC weapons, are far superior in performance to the FEUERBALL. Let's bear in mind that with the extraordinary power cost, combined with an underwhelming power core, the FEURBALL cannot be shot regularly like the ARCHANGELs, and missing has a huge cost. Increasing the FEUERBALL's speed from 600 m/s up to 650 m/s should do the trick. Alternatively, if their speed is not increased, reducing their energy cost so they aren't blowing through 1386 power per gun in the first second of firing, would be another appropriate solution.
Change one OR the other of the following stats; not both:
Proposed stats changes: Speed: 600 m/s to 650 m/s
OR Energy cost: 693 down to 620 (Cost of 1240 in the first second, with 5.08 Efficiency)