And this is the kind of suggestions I like: to the point!
Thank you!
There have emerged different aspects in this discussion.
(1) "Heavy lasers suck"
True, many think that the heavy laser from the original game is disappointingly underpowered. FMP gives us the chance to correct that. And there is even a way to do this without violating the principle of FMP of not changing the stats of the original items! Just put the original heavy laser into the lower tier family of laser weapons, while taking the original laser pistol and rifle to the higher tier family of nuclear lasers.
The fact that the images of the original lasers are already assigned in this way might be seen as an omen that this really is the way to go!
(2) "The nuclear lasers problem"
I'm not sure what you mean here. I guess it is the discussion if nuclear lasers should be considered top tier together with rail and plasma? In my opinion, they should. To give more variety to the game. And to resemble the original game, where lasers have been the first choice among the gun-type weapons in a few (but critical) situations like fighting sectopods.
I can modify the heavy lasers as you suggested [...] would it actually be enough to make nuclear lasers useful?
Good question. Maybe yes, if simultaneously the power of the rail weapons is reduced a bit. Power 125 should be enough for the heavy railgun, and would also prevent it from destroying outer ufo walls. That should really be preserved to weapons like fusion torch or fusion ball launcher.
(3) Currently, rail weapons and nuclear lasers will show up at the same time.
Due to their dependence on the same key tech (antimatter containment). I really like the idea of bringing the MiB into play. MiB missions are super nasty and currently, the reward is thin. I usually cancel those missions, not worth the hassle. But things would definitely change when basic and nuclear laser weapons are added to the jackpot.
Basic laser weapons could (additionally) depend on interrogating an MiB-enineer, and nuclear laser weapons on an MiB-commander. Or add some data medium object to the Hybrid-MIB-Meeting mission (containing secret blueprints on nuclear laser weapons the hybrids give to the MiB) and make the advanced laser weapons dependent on that instead.
As for the MiB, aren't they too easily found/captured to make a difference?
The basic laser weapons shouldn't be too hard to get IMO. We could assign more techs to the MIB-engineers (early things like multi-launcher, tactical sniper rifle, explosive ammo, incendiary ammo, heavy cannon, auto cannon), to make it more unlikely that they talk about the laser weapons.
Nuclear lasers will be much harder to get. Capturing a live commander is not so easy. And in the other variant (MiB-hybrid-meeting) the player has to be lucky enough that the mission is randomly generated at all. Maybe it would even make sense then to make this a guaranteed mission in some month.