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