Engineers Pulse lasers - Rapid Fire vs Overcharged?

IMO:

Get rapid fire on ships you plan on stacking more than 2 pulses on AND is mobile enough to keep its guns on its target more often than not.

Get overcharged on ships that will only feature 2 pulses (or less) and you want them to be your primary damage dealers OR if you're flying a ship that has more time to charge weapons than shoot them (slow pitch ships).


Examples:

- On a FdL, I'd recommend rapid fire. The mobility provides higher weapons uptime and the far lower power draw means you can keep 2 pips to weapons. On an FdL, you can go 4 or even 5 rapid fire pulses and be good to go. You can't, by contrast, run 4 or 5 overcharged pulses. You will run out of energy super fast.

- On a Cutter, I'd recommend Overcharged. You're going to have less time to deal damage in a Cutter, so you're going to want the time you do have to really count.


For other ships, I think it will depend on if your purpose is PvE (4 pips to weapons gameplay) or PvP (2 pips to weapons gameplay). For the former, you can go 2-3 overcharged with 4 pips to weapons and be fine. For the later, I think you're looking at efficient/rapid fire/focused ONLY most of the time.

For reference sake, I believe the power draw of 2 overcharged pulses is roughly equal to 1 beam of the same size.
 
You may want to double-check your facts. Focused and long range both get the same 100% range increase, and focused has the added benefit of (30% to 50%) increased armour penetration (important when fighting larger ships with smaller weapons). Now lets look at the drawbacks:

Focused:
- 1% to 5% DPS loss (in the form of a 1% to 5% RoF loss, so no effect on DPE)
- 1% to 10% increased thermal load per shot

Long Range:
- 15% to 25% DPS loss (in the form of a 15% to 25% damage loss, thus also impacting DPE)
- 20% to 50% more distributor draw (Further major hit to DPE)
- 20% to 50% more mass (not a big deal on larger ships, but potentially a problem on smaller ones)
- 14% to 20% more power draw (makes fitting potentially more awkward, and also raises your resting heat)

So yeah, focused takes waaay less of a hit to DPS (and in a way that doesn't affect DPE), and gets an extra positive effect. The only "advantage" long range has over focused is less heat per shot, but this is partially canceled by the higher power draw (and thus higher resting heat), and completely trivial when compared to the significant comparative DPS hit, and the MASSIVE DPE hit. There's no nuance about it- focused is just vastly superior to long range.

Focused definitely seems like the way to go then! Especially with not only a higher number of drawbacks on the "Long Range" modification but also the severity of those drawbacks. Didnt even realize that Armor Penetration helped when using smaller weapons versus larger ships.

Does it still increase damage when using larger weapons versus larger ships as well? Or only when there is a 'size' difference?
 
IMO:

Get rapid fire on ships you plan on stacking more than 2 pulses on AND is mobile enough to keep its guns on its target more often than not.

Get overcharged on ships that will only feature 2 pulses (or less) and you want them to be your primary damage dealers OR if you're flying a ship that has more time to charge weapons than shoot them (slow pitch ships).


Examples:

- On a FdL, I'd recommend rapid fire. The mobility provides higher weapons uptime and the far lower power draw means you can keep 2 pips to weapons. On an FdL, you can go 4 or even 5 rapid fire pulses and be good to go. You can't, by contrast, run 4 or 5 overcharged pulses. You will run out of energy super fast.

- On a Cutter, I'd recommend Overcharged. You're going to have less time to deal damage in a Cutter, so you're going to want the time you do have to really count.


For other ships, I think it will depend on if your purpose is PvE (4 pips to weapons gameplay) or PvP (2 pips to weapons gameplay). For the former, you can go 2-3 overcharged with 4 pips to weapons and be fine. For the later, I think you're looking at efficient/rapid fire/focused ONLY most of the time.

For reference sake, I believe the power draw of 2 overcharged pulses is roughly equal to 1 beam of the same size.

interesting thinking.

my FDL runs 2 overcharged, 1 focussed, 1 efficient medium pulse (and a huge MC), though. maybe i should change that...
 
Focused definitely seems like the way to go then! Especially with not only a higher number of drawbacks on the "Long Range" modification but also the severity of those drawbacks. Didnt even realize that Armor Penetration helped when using smaller weapons versus larger ships.

Does it still increase damage when using larger weapons versus larger ships as well? Or only when there is a 'size' difference?

You get penalized for having an armour piercing below the hardness value of the hull you're attacking, but you do not receive a damage bonus for exceeding it. The armour thread in by sig has further details, if you're interested.

On topic, I personally prefer a mix of fixed focused pulses for longer-range engagements, and rapid fire when things get cozy.
 
OP,
I'll add my voice to the rapid fire crowd having tested both in beta. The DPE is much better, the fire rate is fast enough to max your scramble spectrum up time, and the jitter on gimbaled is not noticeable. The damage on OC was impressive when it hits but the distro (over time) was too much for me. And the damage of the rapid fire is only slightly less (subjectively < 5%).
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For reference, I'm now using a large gimbaled pulse with Rapid Fire 5 (scramble spectrum) on the base of the Corvette. Fully mixed load (just for fun) of 2x huge OC5 MC (incendiary), 1x medium OC5 MC (incendiary), 1x high cap pack hound (drag munition), 1x small Focused5 pulse (5900M range, concordant), 1x small high cap MC (corrosive). No heat or power issues with 1 sys, 3 eng, 2 weapon. Very good Charge Enhanced 5 power distro supporting that.
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As you can see, you can mix debuffs to really confuse enemies. The PvE destruction is quick, efficient, and magically delicious (and not noticeably slower than pre 2.2).
 
This thread has killed me since it popped up, don't know what to do with my iCourier. Then someone in the Möbius group popped with the fact his Class 4 pulse now does the same damage as a Class 4 beam with G5 Rapid Fire (DPS), without the heat/distro issues.

For the iCourier, people tend to recommend the beam/2 multi's loadout (or 2 Overcharded Incendiary and 1 Corrosive) but these loadouts feel unsatisfying even if my chosen loadout does less damage.

I just stuck x2 efficient bursts (Grade 4 max) with phase sequence (love this effect, won't be turned away from it) and Overcharged G5 Incendiary multi on mine, then saw this thread.

I'm currently mining Bromellite so I can put a G5 efficient Plasma on the bottom mount, so now thinking replace the bursts with two G5 Rapid Fires? I'm aware the multi is the better option but want to practice non-gimballed shooting.

The iCourier is pimped out with Filthy Drives G5 (and an insane over-the-top roll too) so is prone to heat (hence efficient everything, plus an overcharged G5 Class 3 power plant for even more heat). Also the G3 Weapon Focussed Distro.

Thoughts? Especially on any extra heat from the rapid fire pulses?
 
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Best advice I can give you is, if you can, change your PP mod to a Low power, efficient Grade 1 and aim to not lose any MW. I've done it on all my ships so know you can get much lower heat (~0.32 coefficient) and keep nearly 100% of your unmodded MW. Reducing the coefficient will reduce all the heat you generate. Then you maybe able to change from efficient to rapid fire (keep the MC).
 
Will the G5 Rapid Fire pulse generate noticeable levels of heat then?

I will probably experiment with it anyway, but don't want to waste the Tectnetium(!)
 
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Will the G5 Rapid Fire pulse generate noticeable levels of heat then?

I will probably experiment with it anyway, but don't waste the Tectnetium(!)

I tested 2 huge G5 rapid fire pulses on my Corvette in the Beta and heat was never a problem. The jitter wasn't particularly noticeable either.
 
Best advice I can give you is, if you can, change your PP mod to a Low power, efficient Grade 1 and aim to not lose any MW. I've done it on all my ships so know you can get much lower heat (~0.32 coefficient) and keep nearly 100% of your unmodded MW. Reducing the coefficient will reduce all the heat you generate. Then you maybe able to change from efficient to rapid fire (keep the MC).

or the other way round - go for G1 overcharged, and aim for a better heatefficiency. might even come with a mass reduction (it did on my speed courier).
 
I'd choose your weapon based on your engagement profile over a direct comparison between the mods, if you enjoy flying close and fight in something maneuverable you should run rapid fire, if you are good at keeping your distance you should run focused, I wouldn't run overcharged in either circumstance now that rapid fires been added for pulses, though if you are genuinely between the two it could be an ok choice.
 
Just tried five L5 rapid fire on a fairly cool running Python (around 24% deep space 6A + L1 low emissions) and got several temperature warnings as it peaked around 90%, weapon efficiency is good and with a powerful PD they'll run continuous on 2-3 pips but it'll cook the ship during prolonged engagements.

The jitter on the L5 isn't that bad so apart from the heat generation (from the increased ROF applied to a similar heat rating as the stock weapon) it's a very effective mod especially against small ships as they're gone before the heat issues set in.

I'd been using two L4 overcharged pulse turrets they were effective but had a hefty drain on the PD so I'll probably use the rapid fire instead and fit some L5 efficient pulse on the class 3 hardpoints, it's probably worth trying them on the DBS/DBE as they could handle the heat and need the efficiency and DPS.
 
How accurate are they on fixed weapons with the jitter? Can they hit an eagle at 1.5km?

I tried them out on beta, but only on gimbal. :/
 
These were gimbal and turret weapons I'm afraid, i reckon they'd struggle to hit an Eagle with around 0.4 degree jitter at 1500 m that's just over 10 m, fine if the top of the Eagle is the target (30 x 30 m) but side on it could easily miss.
 
I just did three pulse lasers, all focused level 5, 2x1g turrets @thermal and phasing, 1x3e gimballed @scramble.

The power draw is minimal, the 1g's have great range and do hit small ships well, can knock them out by themselves. The 3e does seem to work, I notice ships slowed/stopped after being engaged.

Lasers seem most effective @ <2km.

I retained 2x2f turret mc's @incendiaries and 2 4a mc's, fixed @thermal, gimballed @corrosive. These are level 5 HICAP.

Seems to work.
 
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How accurate are they on fixed weapons with the jitter? Can they hit an eagle at 1.5km?

I tried them out on beta, but only on gimbal. :/

I've got 2 c3 fixed g4 rapid fire pulse lasers on my vulture and I I don't think you'll be hitting an Eagle reliably out at 1.5km. However, I didn't min/max the hell out of mine. Just a couple of rolls for each one. Pretty sure you could get the jitter down quite a bit from where mine are.
 
How About Phasing Sequenz, anyone knows the Hull damage of that? Rapid fire ignores 20% Hull is it worth putting Phasing Sequenz on it? Also is there a drawback as in loosing DPS when you apply Phasing Sequenz to a laser?
 
How About Phasing Sequenz, anyone knows the Hull damage of that? Rapid fire ignores 20% Hull is it worth putting Phasing Sequenz on it? Also is there a drawback as in loosing DPS when you apply Phasing Sequenz to a laser?

I think you misunderstand what the armour piercing stat does. Refer to the armour thread in my signature for more details.
 
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