Current "the best": Pulse, Burst, or Beam?

OP, you might also consider the information found in THIS other post regarding the "focused" mod and it's impact on DPS for lazors.
 

Minonian

Banned
On my Python and Corvette I use beams and multi-cannons with pretty good results. Disclaimer: the extent of my combat interactions are interdictions and occasional RES play in Solo.

Agreed. Corrosive sturdy mount Multi + efficient beam with thermal vent is a good combo in PVE. They are Pretty much means In res and combat zone, to massacre enemies without breaking a sweat.

About Pulse and burst? Used em for a while but i think beam is best.
 
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btw a wingmate over the weekend convinced me of the power of healing laser weapons.

Dont get me wrong, i still dislike them, straight out of the "runes of enchantment" seen in fantasy games is my gut feeling... but i have been convinced there is some scientific plausibility behind them and there is no arguing their effectiveness for recharging shields. Worth considering each member of a wing having one if you play in a wing (naff all use as a lone wolf however)
 
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On my Python and Corvette I use beams and multi-cannons with pretty good results.

This is my Python config too. Large weapons are the multi-cannons, everything else is beams. I changed from beams to burst on my Asp as the beams overheated too much, but I don't have that problem with the Python.

At the end of the day, though, it mainly comes down to what you prefer. I find beam lasers immensely satisfying for no discernible reason.
 
This is my Python config too. Large weapons are the multi-cannons, everything else is beams. I changed from beams to burst on my Asp as the beams overheated too much, but I don't have that problem with the Python.

At the end of the day, though, it mainly comes down to what you prefer. I find beam lasers immensely satisfying for no discernible reason.

Ditto for my Python - two gimballed (sp?) beams + one gimballed pulse on primary, two gimballed MCs on secondary. And a chaff launcher that I keep forgetting about.
 
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Minonian

Banned
Grade 5 Efficient beams. Solves the energy drain issue.

And The thermal went solves the overheat issues.
But actually just decided to change the main beam and the 2 medium cannon to LR in my conda. And with it negate the NPC's Hit&run tactics not a real problem but can make em pesky, and i still going to retain enough energy, so drain not going to be an issue.
 
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Just "looking at the numbers" is like just looking at the trees.

There's an entire forest out there, full of life, lakes, rivers, streams, quicksand and pit traps.

There is no "best" based on anything. Only what works best for you, let the numbers be damned.
 
Just tried fixed Burst and the less energy drain was obvious but so was the less damage part too.
Think I'll end up sticking with Beams where possible. Plus they have a bit of a "spaceman coolness" factor in combat.
And with fixed mounts + twisty, turny combat an extended firing time is not overly critical so the shorter firing time of the Beams is not a huge disadvantage.
 
WHAT ON EARTH. So it appears that burst lasers have both a higher DPS and a lower distributor draw than pulse now??? Right up until the class4 huge lasers, where pulse is still most efficient.
 
i just tried long range weapon mod with thermal vent on a fixed c4 beam and ... dude, i'm a space vampire now! this stuff is addictive!
 
WHAT ON EARTH. So it appears that burst lasers have both a higher DPS and a lower distributor draw than pulse now??? Right up until the class4 huge lasers, where pulse is still most efficient.

Strangly enough they are less effective than pulse lasers while dealing way less damage than beams.
Tried a FDL with 5 effective bursts... never chaged I the Hardpoint loadout that fast again.
They're the worst of both worlds.
 
I know this topic has been batted around a dozen times but, one thing I'll say for ED, it's hard to get in a rut with equipment as things often change.

Getting busy with my combat career and have, once again, been studying weapon loadouts.
Looking for whatever the latest concensus is for non-Engineered laser weapons - Engineering will be down the road. I know everyone will throw out their favorite non-laser weapon, plus their favorite Engineer mod for it, but I am looking strictly at the lasers...just a personal preference.

Pulse, Burst, Beam?
In just looking at the numbers (as I understand them) it would seem that Burst lasers are the best of all worlds? Looking, basically, for the most damage with the least power draw.

Depends.
Pulse lasers are the best at efficiency, in terms of power, credit cost, and thermal load. Also the best for sustained engagements
Beam lasers are the best at sheer output. Its burst DPS outstrips the others by a fair bit. However, they cost the most, draw the most power, and produce the most heat
Burst lasers are the happy middle ground between beams and pulses.

I have used all three variants at some point. I tend to use burst and pulse lasers more often because I engage in PvE gameplay and don't touch PvP. There is no singular best laser weapon. It all depends on what you are wanting to do and the build you want.
 
Strangly enough they are less effective than pulse lasers while dealing way less damage than beams.
Tried a FDL with 5 effective bursts... never chaged I the Hardpoint loadout that fast again.
They're the worst of both worlds.

How is that? On paper it says they have a higher DPS (except the class4 which looks bad on paper for some reason)....?

EDIT: tested them. They do indeed have more dps and less distributor draw, but pump out a lot of heat and need power - so not bad balancing overall. Just need to make them efficient modded for this to work, gonna run a 4gimballed pulse and all else burst on my anaconda, all efficient mod.
 
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building a multicrew cutter - what can you recommend as the gunner weapons using turrets.
was thinking on going all beams ,efficient with thermal vent (2xL and 4xM)
will it work or i can forget it?

note I got a lucky distributor roll of 46% for weapons so was thinking it can help...
 
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Well, done some "experimenting" with the different laser types so with the numbers, plus the eyeball test, it would appear that - taking factors for my play and ship style into account (fixed mounts on maneuverable ships) that Beams are the way to go.
Just had some practice with large fixed mount Beams (two on a Vulture) and they are quite the killer.
Sure they drain in approx. 6 seconds but it's not unusual, for several reasons, not to have target lock that long anyway so if "time on target" is not unlimited I figure you might as well get the best damage. Time enough for cool down and recharge as you manuver or avoid incoming fire.

Thanks to all for your thoughts on the subject.
 
You know, you've hit on a point I totally forgot to say. When I use beams, I always go for fixed. Pulses, I often go for gimballed. They seem to be quite complementary combinations. When I'm manoeuvring in a way that doesn't let me stay on target (or I just can't keep a lock), my fixed beams let my capacitor recharge. My gimballed pulses have almost constant time on target, and the capacitor doesn't mind.

There's another little benefit to fixed beams too: they make a good mini-sniper. Fixed is actually pretty good at a long range (no jitter, plus mini-gimballing becomes more pronounced), the falloff of beams isn't quite as bad, and the constant, solid line of a beam weapon is much easier to keep on target at long range than a pulsing weapon. Especially if you target any sub-system to get the nice small reticule it offers. I love using the Huge hardpoint on a Fer-de-Lance this way, to the point I don't even care that it's probably more efficient to have the Huge weapon be kinetic.
 
You know, you've hit on p.

There's another little ben, to the point I don't even care that it's probably more efficient to have the Huge weapon be kinetic.

Yep, I'm shifting to all energy on my pve combat ships as well. Just fantastic not having ammo. My trade ships (cutter, python) can run full kinetic - they won't see extreme long length combat anyway - quick and violent. I'm using all burst weapons though, my flight style is to use FA off keep looking at them in big ships or dogfight in fighters, which I'm thinking will go well with efficient bursts.
 
Note regarding this - against a faster opponent you may not necessarily get more time on target than gimbals at all, especially if you can fly competently in the first place.

Unlike gimbals and their ability to track as long as they're in your cone of fire, any change in velocity on the enemy's part and the turrets have a delay in tracking them. So every time your opponent decides to kick into a new direction, or whack the throttle up, your turrets aren't hitting while they reacquire the target - you can observe this using any turrets that will fire in front of you.

IMO for pure combat ships turrets should be avoided.
The problem with tracking is the same regardless of weapon mounting, "jinking" of targets is not a turret specific issue and it is primarily a PvP issue.

As for the pure combat ships comment, it depends on the ship in question and the tactics used... there is no question that when egressing or flying past a target (whether you are passing them or they are passing you is moot) that Turrets are the only weapons able to shoot said target during that time. Gimbals and Fixed can only fire forwards.

When going up against ships with higher armour/shield levels that can be a relevant factor. I must add though that I would NEVER use turreted ammo based weapons.
 
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