The age of the Pulse Lasers

Bursts do the best shield damage/energy in terms of overall usability - they are close to beams but have much better energy usage. (am talking large here, I don't think C2 burst has been added to the list yet and i don't really think C1 weapon comparisons are worth that much)

Their armour pen sucks though, and is really noticeable if you try to hit subsystems with them I believe this is why they are not used (or certainly is the reason I stopped using them).

You know I think I noticed that when I was using bursts. I thought that pulses target subsystems more reliably - but I thought I might be imagining it.

Still the C3 Fixed Beam is good for melting shields fast, especially important against bigger ships that are tougher but easier to hit. The pulse (plus autocannons) seem to do the job in terms of subsystems.
 
Pulse lasers do the most damage in 1 minute due to sustainable fire without much down time. The added benefit of pulse lasers being so heat efficient is that you can have balanced pips.

However it should be noted that if you want the fight to end in less than a minute, pulse may not be your best bet.

Yes, but nobody can keep target in range for 1 minute unless you're firing on a big ship. Even then it is hard with today's NPC skill level. So, pulse advantage is lost if you can't keep target in range for continuous firing. On the other hand, while I'm maneuvering the target back into my firing arc, my cap is charging for my dual C3 beams of death.
 
I've got a large fixed burst laser on my ship now, and it doesn't seem have any of the autocorrect that fixed pulse and beams have. It's like a de-targeted gimballed weapon.
 
Bursts do the best shield damage/energy in terms of overall usability - they are close to beams but have much better energy usage.
Well, not really: see chart above.
While pulse requires you to hold the crosshair during a second to land 3 shots, they are good at landing 3 consecutive shots (a burst) in a short instant.
They do only slightly more damage than pulse, use more energy but use way more power (but not so much heat).
 
Don't nerf the pewpews, don't touch lasers at all. They're fine (you can have higher damage outputs, if you -use the right weapons -on the right ship -in the optimal combination with - the optimal power- and cooling systems).
 
You know I think I noticed that when I was using bursts. I thought that pulses target subsystems more reliably - but I thought I might be imagining it.

Still the C3 Fixed Beam is good for melting shields fast, especially important against bigger ships that are tougher but easier to hit. The pulse (plus autocannons) seem to do the job in terms of subsystems.
I believe it's not really that burst do not target effectively: for pule or burst, their crosshair dances the same way around the subsystems...however with burst, it's either 3 shots nailed, or 3 shots missed. You may end up with more shots nailed with pulse in the end.
 
Well, not really: see chart above.
While pulse requires you to hold the crosshair during a second to land 3 shots, they are good at landing 3 consecutive shots (a burst) in a short instant.
They do only slightly more damage than pulse, use more energy but use way more power (but not so much heat).

redacted I read the chart wrong
 
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Deleted member 94277

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I used beam, burst and pulse on my vulture and the only reason I stuck with pulse is because smaller combat vessels have crappy heat management and less then stellar power capabilities - with practice, beam can be a very insteresting alternative.
 
16% damage increase, for 6.7% energy brings them up clearly above pulses as long as you have the extra power to run them, as you mentioned.
C3 F Busrt: 24.97 dps, 3.52 eps, requires 1.66 power
C3 F Pulse: 21.62 dps, 2.86 eps, requires 0.90 power
=> fixed burst is 15.5% more powerful but uses 23% more energy, requires 84% more power

C3 G Busrt: 18.56 dps, 3.27 eps, requires 1.65 power
C3 G Pulse: 18.28 dps, 2.98 eps, requires 0.92 power
=> gimballed burst is 1,5% more powerful but uses 9.75% more energy, requires 79% more power


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C3 F Busrt: 24.97 dps, 3.52 eps, requires 1.66 power
C3 F Pulse: 21.62 dps, 2.86 eps, requires 0.90 power
=> fixed burst is 15.5% more powerful but uses 23% more energy, requires 84% more power

C3 G Busrt: 18.56 dps, 3.27 eps, requires 1.65 power
C3 G Pulse: 18.28 dps, 2.98 eps, requires 0.92 power
=> gimballed burst is 1,5% more powerful but uses 9.75% more energy, requires 79% more power

Your right i'd read the wrong bit on the chart, It got confusing with the number of extras thrown on there lol, my point still stands that bursts remain a very efficient middle stepping stone as long as you've got the power available, as the extra power is the real killer - as people have mentioned its really not that different to beams.

The gimballed variety performs very badly though, like really no reason to use gimballed bursts at all :/
 
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The class 2 bursts seem to have comparatively better armour penetration compared with class 3, so maybe they have better subsystem damage than the class 3s have to the class 3 pulse lasers.

There haven't been tests for their DPS and DPE, but I can't imagine their DPE will be different for the equivalent class 1 and 3 bursts.
 
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bursts remain a very efficient middle stepping stone as long as you've got the power available, as the extra power is the real killer - as people have mentioned its really not that different to beams.
C3 F Beam: 30.33 dps, 5.65 eps, requires 1.80 power
C3 F Pulse: 21.62 dps, 2.86 eps, requires 0.90 power
=> fixed beam is 40% more powerful but uses 97.5% more energy, requires 100% more power

I believe one should use them only if:
- your loadout would not see the WEP capacitor flushed too quickly
- for jousting & flushing the capacitor, then fly away and wait for the capacitor to refill

On my Cobra, I use two class 1 beams since by the time the capacitor is flushed, my opponent has lost his shield. I then switch to class 2 multicannons. If the multicannons need to reload, i switch back to beam. Very efficient!

If i go for a bigger ship and decide to tank & flight assist off, I prefer to use pulse since I can deliver much much more damage by the time the capacitor runs dry, and I can even keep 4 pips to SYS to enjoy a shield more than twice stronger.
 
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C3 F Beam: 30.33 dps, 5.65 eps, requires 1.80 power
C3 F Pulse: 21.62 dps, 2.86 eps, requires 0.90 power
=> fixed beam is 40% more powerful but uses 97.5% more energy, requires 100% more power

I believe one should use them only if:
- your loadout would not see the WEP capacitor flushed too quickly
- for jousting & flushing the capacitor, then fly away and wait for the capacitor to refill

On my Cobra, I use two class 1 beams since by the time the capacitor is flushed, my opponent has lost his shield. I then switch to class 2 multicannons. If the multicannons need to reload, i switch back to beam. Very efficient!

If i go for a bigger ship and decide to tank & flight assist off, I prefer to use pulse since I can deliver much much more damage by the time the capacitor runs dry, and I can even keep 4 pips to SYS to enjoy a shield more than twice stronger.

This is my experience as well, but that in itself is an example of how the different weapons all work. My own views are always skewed towards large ships as its what I tend to fly, I know how the different weapons perform on the python and know which have roles and which don't. I'm not so good with the cobra i'd trust what yourself and the other players for what works best on them, though I think the same math would apply.
 
Would love to see a video of that. So the huge HP is a cannon? Are they gimbaled as well?
That took a while; Had to fly back to Chona to switch, then Shadowplay did not want to cooperate. Patience is a Virtue..

Of course when I was going to do a video, nothing would spawn except sidewinders..
I finally got some footage that I patched together into a 5 minute movie.
(Forgive my lazy piloting, but I didn't want to spill my coffee during this footage...)

Weapons loadout: 2x 3CG Beams on top; 1x 4BG Cannon, 1x 3CG Cannon, 2x 2DG cannons, 2x 1EG cannons on sides and under fuselage.

https://youtu.be/avvxHe8odIo
 
I think the age of pulse got a little shorter with the improved 1.3 AI, but it's still going strong.

If you are in a bigger ship, you have less time to hit small ships before they boost out of your arc. So you want max dps (beams) to kill them the fastest. Same for PvP to minimize SCB battles. Using kinetic weaps is largely a waste of time because you can't hit the little buggers...they're changing direction every 10 ms. The only reason to use pulses is if you want to keep pips to shield as someone said. Just be prepared to wait for the kill.

In smaller ships, you should be able to keep them in your arc almost continuously, so pulses work better here. I would add the FdL to the "small ship" group because it is so maneuverable. You also have serious heat/energy/cap issues in smaller ships, so, pulses.

IMO, these are the only reasons you see variety in energy weapons use.

FWIW...

I use 4 pulse and 1 cannon on my FdL. The cannon is mostly for show, since I have to point 90 deg up to get it to fire straight ahead (just whining).

I use 3 C3 beams and 2 D2 cannon on my Python.

I use all beams and one cannon on my Conda just because...and I don't use them for anything but defense (I don't go RES/CZ hunting in my conda).
 
Weapons loadout: 2x 3CG Beams on top; 1x 4BG Cannon, 1x 3CG Cannon, 2x 2DG cannons, 2x 1EG cannons on sides and under fuselage.

Ah yes, "The Battleship", had that myself for a while. That said, I do tend to change weapon load-outs like non-students change socks so currently my Anaconda has all burst turrets which is kind of fun.

Edit: For the Python I've always kept the 3C/G cannons in the top rear slots as they have really good arcs of fire there.
 
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I used 5 burst lasers on my Python, does way more damage than the pulse lasers. Went back to Pulse to run a bigger KWS though.
 
For the Python I've always kept the 3C/G cannons in the top rear slots as they have really good arcs of fire there.
That's funny, I keep going back to that exact loadout on my Python as well, then curse when it overheats.
Right now I am doing 2DG beams on the medium hardpoints and 3CG Cannons on the large hardpoints; It never runs out of juice and never gets too hot. But the medium beams are a bit underpowered against larger ships though.

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I used 5 burst lasers on my Python, does way more damage than the pulse lasers. Went back to Pulse to run a bigger KWS though.
Don't you run out of power quickly? I run out of power even with all pulses..
 
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