I don't think it's the web version, it's more that the game is laggy when handling a lot of things with weapons, since each weapon subcomponent is a node with a unique hitbox. We tried to run up against the limits where everything got too laggy and maybe flew a bit too close to the sun.
Right now the node amounts grow multiplicatively with each subsequent layer, but I have some ideas for a rewrite that will allow us to handle arbitrarily large weapons without exploding the time complexity like it does now.