Light Carronade
-Shots: 3
-Shot damage: 648 (component), 453.6 (balloon)
-Total damage: 1360.8 (balloon)
-Time to empty: 4.5s (calculated)
Gatling
-Shots: 41
-Total damage: 1222 (armor)
-Time to empty: 7.21 (timed)
Lumberjack
-Shots: 3
-Shot damage: 1237.5 (balloon), 191.25 (armour)
-Total damage: the balloon and then 382.5 armour
-Time to empty: 5.63s (calculated)
Hades
-Shots: 4
-Shot damage: 205.88 (armour)
-Total damage: 823.52 (armour)
-Time to empty: 5.87s (calculated)
Scylla mortar
-Shots: 6
-Shot damage: 283.5(hull), 60.75(armour)
-Total damage: 1701(hull), 364.5(armour)
-Time to empty: 7.535 (calculated)
Light flak
-Shots: 3
-Shot damage: 252 (hull)
-Total damage: 756 (hull)
-Time to empty: 1.58s (calculated)
Flamethrower
-Shots: 125
-Total damage: 270(armour), 506.25 (balloon), 438.75 (hull)
-Time to empty: 10.77 (timed, with a little lag)
Minotaur
-Shots: 2
-Shot damage: 405(armour), 1053!(component) – 210.6 per buckshot
-Total damage: 810(armour)
-Time to empty: 6.06 (calculated)
notes:
-clip times are assuming 'idiot mode' without any repairs for the sake of simplicity and getting a general ballpark
-gatling and sometimes flamethrower can survive emptying their full clip by 1 shots worth of damage
Speculation:
Where to even start, except the flamethrower everything seems broken.
An idea:
Increase self damage to say 120% per clip but give the first shot a 'discount' so it takes only 50% (= 60% per clip for 1 shot weapons), it would dial back the multi shot weapons a little and restore the heavy carronade somewhat.