Burst Laser was nerfed? (it no longer has higher breach chance)

I have just noticed that now Burst Laser shows the same breach chance as Pulse and Beam.

Seams as the Burst Laser lost its main advantage versus the Pulse now. Or am I missing something?
 
It'd be worth bug reporting to get it checked.

If it's an intended change I won't be using burst any more.
 
Burst lasers still have the advantage of higher DPS than a pulse laser, with the same efficiency.The breach chance probably got adjusted when the efficiency did.
 
Burst lasers still have the advantage of higher DPS than a pulse laser, with the same efficiency.The breach chance probably got adjusted when the efficiency did.

Oh, now burst lasers has better efficiency than before? I remember them eating capacitors pretty fast, that is why I got surprised that they lost something comparing to pulses.
 
Well doesn't the following still remain true:

Against Shields:
Beam
Burst
Pulse

Agaisnt Hull:
Pulse
Burst
Beam

Yep why waste ammo when you can just use lazors... *sigh*

Easy to fix though just lower the lasers AP by 25% and give Multi-Cannon and Cannon a version of the Focused blueprint - lets call it High Velocity blueprint, and we're back on track...


But thats never going to happen:(.
 
Burst laser APV has not changed since I first derived my all weapons damage tables from Frontier's stat publication in March 2016, at the start of 2.1...

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

... and one of the first things that struck me also was that it is no higher than pulse.

I repeat that this has been the same since ED 2.1, so it seems that our earlier belief that bursts were better against hull may have been based on myth.
 
I just thought burst lasers were a delivery mechanism for a random haywire effect on the target once shields were down - never considered they might be useful beyond that tbh (only semi joking)
 
Yep why waste ammo when you can just use lazors... *sigh*

Easy to fix though just lower the lasers AP by 25% and give Multi-Cannon and Cannon a version of the Focused blueprint - lets call it High Velocity blueprint, and we're back on track...


But thats never going to happen:(.

The long range mod for multicannons gives you faster round velocity (double?) in addition to better damage drop off. I stuck it on some turrets with A grade sensors, seems to work ok, chipping away at stuff kilometres out.
 
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Burst laser APV has not changed since I first derived my all weapons damage tables from Frontier's stat publication in March 2016, at the start of 2.1...

https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon

... and one of the first things that struck me also was that it is no higher than pulse.

I repeat that this has been the same since ED 2.1, so it seems that our earlier belief that bursts were better against hull may have been based on myth.

You're right APV was the same however breach chance used to be 60%&80% for burst and 40%&80% for pulse, now both have 40-80
 
You're right APV was the same however breach chance used to be 60%&80% for burst and 40%&80% for pulse, now both have 40-80

Ahh ... apologies and thank you, now I understand your point.

For my tables, I have never recorded breach % so I'm unable to help with when this happened.

If it is indeed a stealth nerf then yes, I disagree with it. And I do recall now that burst lasers were supposed to be better against subsystems.
 
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