Engineers Pulse lasers - Rapid Fire vs Overcharged?

Of course! Overcharged 5 is pretty much strictly better than stock.

Rapid Fire, with better energy efficiency IMO will come into it's own when stacked en-masse, as the DPE becomes more relevant than the DPS.

Indeed. After going through the numbers, I decided I will use it for the Fixed Pulse Lasers I have on my ultra-agile "for fun" Eagle. The distance of the engagement means that the jitter component will be largely negligible.
 
The jitter will be fairly noticeable outside of close range, using fixed weapon. With gimballed weapons, or when fighting close, the jitter isn't bad at all.

Scramble spectrum has an invulnerability period after triggering, so the rapid fire changes nothing here.
Sorry just a side question here, with scramble does that inv period apply to all weapons with scramble or just the one gun applying it, id hate to be using multiple and it not making a differnce
 
Sorry just a side question here, with scramble does that inv period apply to all weapons with scramble or just the one gun applying it, id hate to be using multiple and it not making a differnce

All weapons. The invulnerable period is an effect on the target ship, not your gun, so it protects them from all sources of the effect.
 
All weapons. The invulnerable period is an effect on the target ship, not your gun, so it protects them from all sources of the effect.
Ahh, so you could be shot with 3 different lasers at the same time from 3 different CMDRs all using Scramble, only the first to hit has any effect... Etc...
 
So pointless to have all weapons with the same effect? or does the inv period just take in account that one effect or all effects. just something after reading all this im wondering.
 
Ahh, so you could be shot with 3 different lasers at the same time from 3 different CMDRs all using Scramble, only the first to hit has any effect... Etc...
Correct.

So pointless to have all weapons with the same effect? or does the inv period just take in account that one effect or all effects. just something after reading all this im wondering.

Only certain effects work that way. Scramble, dispersal field, fsd reboot, engine reboot, and possibly a handful more that aren't immediately leaping to mind.
 
Correct.



Only certain effects work that way. Scramble, dispersal field, fsd reboot, engine reboot, and possibly a handful more that aren't immediately leaping to mind.

ah ok looks like ill be rolling different effect for all my weapons if its like that. I guess you cant just spam 4 scrambles lol
 
ah ok looks like ill be rolling different effect for all my weapons if its like that. I guess you cant just spam 4 scrambles lol
Not necessarily. With 4 scramblers you could keep up the 1 malfunction every 10 seconds, but with just 1 the chances to proc will be that much lower so time between malfunctions may increase.
It still probably is better to vary it up though.
 
You must consider that with your Rate of Fire increased, the Distributor will be draw from more often. Yes, there is a bonus to that, but rate of fire increase is pretty much a straight malus to distributor draw.

True - a Rapid Fire-heavy set up might be more suited to the Grade 3 WEP-focused Distributor mod. You lose a little SYS and ENG capacity and recharge but gain a lot of WEP capacity and charge too.
It only comes in grade 1,2 and 3 so FD obviously thinks grade 4 and 5 would be a bit over the top :p
 
True - a Rapid Fire-heavy set up might be more suited to the Grade 3 WEP-focused Distributor mod. You lose a little SYS and ENG capacity and recharge but gain a lot of WEP capacity and charge too.
It only comes in grade 1,2 and 3 so FD obviously thinks grade 4 and 5 would be a bit over the top :p

I just go with Charge Enhanced lvl 5. No compromises!
 
Playing with Cutter with a full lazy pulse turret set up, except the huge pulse which is gimbal.

Can't really decide what to use

Tried long range, which is very good, as it has the most armor penetration, and increase the range of point blank damage, it fries the little flies around you but really doesn't work well at long distances, you hit big targets for neglegible damage, and the turrets wont hit the small ones at all.

Tried rapid fire, since it introduces jitter, the effective range is even less of that of the long range weapon and has a lot more trouble killing the small flies, specially if they go boom and zoom which is often the case in a conflict one where their behavior is erratic and is hard to maintain a specific distance from them. Work extremely well against medium targets and well against heavy targets, though it didn't feel THAT much better compared to the long range ones, maybe the difference in AP made up for the difference in raw DPS.

Both versions could maintain the capacitor fully charged and 4 pips, or VERY slowly depleted at 3 pips. The rapid fire version overheated my ship a few times though, but I can't tell if it was because i was getting fired upon or it was only my own activity.

I'm considering to try OC5 now. on paper, it should deplete my capacitor faster, bot not before the enemy is dead. It should destroy the small ships faster than the other versions, since it doesn't have jitter, but I don't know if the lack of AP will make it less effective against large targets of if its raw DPS will compensate.

Decisions, decisions.

Edit: when I said long range, I meant focused.
 
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Looking forward to your results, very conflicted on my Corvette loadout...paralysed by indecision!

Playing with Cutter with a full lazy pulse turret set up, except the huge pulse which is gimbal.

Can't really decide what to use

Tried long range, which is very good, as it has the most armor penetration, and increase the range of point blank damage, it fries the little flies around you but really doesn't work well at long distances, you hit big targets for neglegible damage, and the turrets wont hit the small ones at all.

Tried rapid fire, since it introduces jitter, the effective range is even less of that of the long range weapon and has a lot more trouble killing the small flies, specially if they go boom and zoom which is often the case in a conflict one where their behavior is erratic and is hard to maintain a specific distance from them. Work extremely well against medium targets and well against heavy targets, though it didn't feel THAT much better compared to the long range ones, maybe the difference in AP made up for the difference in raw DPS.

Both versions could maintain the capacitor fully charged and 4 pips, or VERY slowly depleted at 3 pips. The rapid fire version overheated my ship a few times though, but I can't tell if it was because i was getting fired upon or it was only my own activity.

I'm considering to try OC5 now. on paper, it should deplete my capacitor faster, bot not before the enemy is dead. It should destroy the small ships faster than the other versions, since it doesn't have jitter, but I don't know if the lack of AP will make it less effective against large targets of if its raw DPS will compensate.

Decisions, decisions.
 
Interested too, to find out. Fellow Corvetter here as well. I'm mainly interested for my class 1 and 2 turretted burst lasers. They're mainly there to take out buzzing flies, so perhaps overcharged?...but rapid fire would look awesome?.... *pulls hair out*
 
I'm considering leaving the medium pulses with rapid fire, and installing OC only for the large ones.

I don't know if my reasoning is flawed or not, but here it goes:
The small fly killers would actually be the large OC turrets, they wont miss the shots because they will not have the jitter. While the medium ones will only help with simply adding more DPS to both small and large targets (because they have armor piercing bonus from the rapid fire mod)

Installing OC only in the large and huge guns and losing the AP bonus may be worth it because the stats of the pulses is kinda high to begin with, so it may not be that much better.

Its a compromise to maximize damage to all targets without completely destroying my capacitor, at least on paper.

I think long range would probably be even better than rapid fire on the small ones, but rapid fire looks kinda cool :3
 
Indeed. After going through the numbers, I decided I will use it for the Fixed Pulse Lasers I have on my ultra-agile "for fun" Eagle. The distance of the engagement means that the jitter component will be largely negligible.

my eagle and my dbs have a shortrange blaster beam. when you really keep close (~500 m), they are amazing. combine it with cannons ... or a frags.
 
I have a Cutter and Vette with full G4 focus pulses, only the 3 large are gimbals with the rest turrets. Power is G5 overcharged and PD is G5 charge enhanced. No power issues, heat issues, 4 pips to weapons and 2 in shield and I can fire all day long. 3G dirty drives and FA off really help in keeping the pulses on target.

I absolutely destroy PVE RES/WZ. On occasion I'll get focused by 4 or 5 NPCs in which I'll have to do some shield management, but for the most part I can stay out in a WZ, stack kills, and farm mats indefinitely. That was the whole point of these ships when I was in power play farming merits. I mainly stick with the Vette now as is burns through NPCs faster than the Cutter, but the Cutter was more tanky with it's shields.

With the nerf to Sothis, I refit my Cutter back to A-->B Slave trading.
 
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I've got three gimballed pulse lasers on my FDL at the moment, two mediums with L5 overcharge and a huge with L5 rapid fire. They seem to work really well on just about anything (in PVE), are easy on the capacitor, and don't heat up the ship at all (which is great, because my other two hardpoints are holding Imperial Hammers!).

All three lasers have the Scramble Spectrum effect.

My first round of modification was to have the inertial impact combined with the rapid fire- but the jitter was out of control and the weapons were useless.
 
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I've got three gimballed pulse lasers on my FDL at the moment, two mediums with L5 overcharge and a huge with L5 rapid fire. They seem to work really well on just about anything (in PVE), are easy on the capacitor, and don't heat up the ship at all (which is great, because my other two hardpoints are holding Imperial Hammers!).

All three lasers have the Scramble Spectrum effect.

My first round of modification was to have the inertial impact combined with the rapid fire- but the jitter was out of control and the weapons were useless.

Scramble spectrum does not stack.
 
Just popped over to see Broo and set his newly acquired level 5 skills onto the pair of large level 4 overcharged pulses I was using on my Vulture. First roll of a level 5 overcharged pulse I got a beautiful secondary roll on rate of fire which kicked DPS up to +77% :D Distributor draw of 1.56 is the trade-off but I have a great roll on the weapon focused distributor on my Vulture so I'll take it.

Scramble spectrum does not stack.

Unless they changed it in 2.2 (and I don't really see that they could since each weapon is independent) each weapon with scramble spectrum has a chance of causing a malfunction on each hit, so although they don't stack in the sense of ever having multiple malfunctions happening at once (and there's a period of immunity from malfunctions after a successful malfunction occurs) you are still increasing your chance of causing one by having it on multiple weapons, simply by virtue of having more hits per second and therefore more rolls of the dice.
 
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