Index: code/ai/ai_profiles.cpp
===================================================================
--- code/ai/ai_profiles.cpp	(revision 7237)
+++ code/ai/ai_profiles.cpp	(working copy)
@@ -428,6 +428,8 @@
 
 			set_flag(profile, "$allow beams to damage bombs:", AIPF2_BEAMS_DAMAGE_WEAPONS, AIP_FLAG2);
 
+			set_flag(profile, "$use damage scaling for ai weapons:", AIPF2_AI_WEAPON_SCALE_FIX, AIP_FLAG2);
+
 			profile->ai_path_mode = AI_PATH_MODE_NORMAL;
 			if(optional_string("$ai path mode:"))
 			{
Index: code/ai/ai_profiles.h
===================================================================
--- code/ai/ai_profiles.h	(revision 7237)
+++ code/ai/ai_profiles.h	(working copy)
@@ -60,6 +60,7 @@
 #define AIPF2_AI_AIMS_FROM_SHIP_CENTER								(1 << 6)
 #define AIPF2_ALLOW_PRIMARY_LINK_DELAY								(1 << 7)
 #define	AIPF2_BEAMS_DAMAGE_WEAPONS									(1 << 8)
+#define AIPF2_AI_WEAPON_SCALE_FIX									(1 << 9)
 
 // AI Path types
 #define	AI_PATH_MODE_NORMAL 0
Index: code/weapon/weapons.cpp
===================================================================
--- code/weapon/weapons.cpp	(revision 7237)
+++ code/weapon/weapons.cpp	(working copy)
@@ -6771,7 +6771,7 @@
 		if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
 
 			// if the player is firing it
-			if ( from_player ) {
+			if ( from_player || The_mission.ai_profile->flags2 & AIPF2_AI_WEAPON_SCALE_FIX) {
 				// if it's a laser weapon
 				if(wip->subtype == WP_LASER){
 					total_scale *= 0.01f;
