So, I was making this mission where I have these two capships fighting, one of which has a large main beam turret. Now, I noticed that the other ship destroyed this turret far to often with its own beams (not good because this needs to be the player's job), so I created a variant of the beams it uses that do no subsystem damage. After some experimentation, I found that the $Subsystem Factor: field in weapons.tbl has no effect on beams

Now, what I'm wondering, is how this should be addressed. If there is an easy solution to this problem, I'd like to know. As a last resort I'll use a repeating fire-beam SEXP that fires on a subsystem far from the main turret. But I'm wondering if this should be classified as a bug/SCP feature request (and possibly submitted to mantis

). I don't really think that making these values affect beams would really affect any beams that already exist, as I don't recall any beam (canon or not) that didn't have armor/shield/subsystem factors of all 1.0
