Class 2 Beams better than Class 2 Pulse BUT Class 3 Pulse better than Class 3 Beams?

I was testing Lasers against shields last night on a FAS in a Haz Rez. This is what I "noticed" I guess, or prefer. Unmodded laser, My Power Plant is modded and my Distributor is modded for faster recharge. Anybody agree or am I flat out wrong? :D
 
I was testing Lasers against shields last night on a FAS in a Haz Rez. This is what I "noticed" I guess, or prefer. Unmodded laser, My Power Plant is modded and my Distributor is modded for faster recharge. Anybody agree or am I flat out wrong? :D

pulse does have higher dpe than beams, but that should be consistent on all sizes.

i love beams. what's the problem with your c3? heat? capacitor? low damage? pulse *is* better for eating away a lot of hitpoints, beam is better at bursting. my impression is that your gameplay favors the first. you might try efficient weapon mod on beams.
 
I think it may depend on where they are purchased from.

I recall 2f, 2d and further matter as well as 3f, 3D.......but the thermal heat is the issue with medium and large beams unless engineered.


Im new tho so take this with a very small grain
 
I think it may depend on where they are purchased from.

I recall 2f, 2d and further matter as well as 3f, 3D.......but the thermal heat is the issue with medium and large beams unless engineered.


Im new tho so take this with a very small grain

While grade does matter, there are no variations in grade on weapons. Example: A class 2 gimballed pulse will always be grade F. This is true for a few other things such as cargo racks, heatsinks, point defence, etc..
 
pulse does have higher dpe than beams, but that should be consistent on all sizes.

i love beams. what's the problem with your c3? heat? capacitor? low damage? pulse *is* better for eating away a lot of hitpoints, beam is better at bursting. my impression is that your gameplay favors the first. you might try efficient weapon mod on beams.

I think I just noticed the C3 Pulse you can hammer away with, so it was more sustained of course and I was in a maneuverable ship so I can keep on them. The Beams were doing excellent damage but I was just draining my capacitor for the Large ones.
 
600 meters? Well now I see why no one uses them :p
I believe pulses and bursts have a falloff starting at 500m, could be 700m, either way all lasers have a tiny full damage range.

Larger beams are really good with efficient and the thermal vent effect, but pulse/burst have more effective choices for engineering due to their low distributor draw.

Even then a grade one long range mod on any laser is a massive improvement for a tiny mass increase. Don't know what modification you should get? Grade one long range until you do. Cost? A single sulphur.
 
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All I know is class 1 anything are useless - you're better off attaching feather dusters to your hard-points

I would disagree. I own about a dozen tricked out eagles, all used for bounty-hunting with a nice kill count racked up against infinitely larger enemy's. it requires sustained fire, but by virtue of their nimbleness and speed those small hardpoints can hit far above their weight when you got the mix just right.
 
All I know is class 1 anything are useless - you're better off attaching feather dusters to your hard-points

Class 1 weapons are good for the corrosive special as size doesn't matter for it. But apart from that you have a point, especially against larger ships.
 
Don't know what modification you should get?
In my experience, most mods are pretty much viable depending on your overall build/strategy.

While increased DPS is always good, the actual DPS increase of say overcharged always come at a cost, and unless you really need a burst oriented build, all have their pros and cons depending on what you want to do/how you like to play/the ship you're mounting those weapons on.

Efficient is great if you wanna pure, well, efficiency (as in "I can hold the trigger forever"), lightweight is great if you'd rather focus on jump range and/or maneuverability instead, sturdy is nice if you like (or plan on) hull tanking, long range is super nice if you'd rather engage at, well, long range, and same with short range but I find this mod to be much more situational. I can't really comment on ammo oriented mods (high capacity/rapid fire) as I didn't test them but I guess they have their uses as well.

Long story short, go with what you fell is right for your play style, and it's unlikely you'll be disappointed. Or rather, the best way to be disappointed in that matter is to follow the current meta-build as you may find that while it may be efficient, it orients you into a play style you're not enjoying.

Of course I'm talking about PvE. PvP is, well, PvP.
 
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I was testing Lasers against shields last night on a FAS in a Haz Rez. This is what I "noticed" I guess, or prefer. Unmodded laser, My Power Plant is modded and my Distributor is modded for faster recharge. Anybody agree or am I flat out wrong? :D
Nah don't think you are wrong at all. While beams do more dmg, they generate more heat and eat power faster than you can say " Tequila." However i do like to use class 2 beams on my Python. I can keep blasting. And they are good against smaller ships and launched fighters... Normally i have two large frags on my python. But when i do go PEW pew. I use class 3 burst or pulse... Never class 3 beams. They eat too much. Imo that is. But i will take class 2 beams anyday :) good thing about the Python it has very good distributor for it size. So you could use beam class 3 ofc, but it drains too fast... Anywho that is what i think:)
 
Beam vs Pulse/Burst is quite simple. Beam is burst, unsustainable DPS. Pulse/Burst is lower, but sustainable DPS. Depends if you can keep your targets in your sight or not, in a way.

There are no absolute maths with regard to what is best, but as a general rule Beam is more "hunt-oriented" while Pulse/Burst is more "farm-oriented".

Also if I'm not mistaken for Pulse vs Burst it's now standardized (was not always the case): In terms of DPS, Burst is slightly better than Pulse (with similar DPE overall) but requires way more power (generator) and generates significantly more heat (nowhere near Beam though).
 
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I believe pulses and bursts have a falloff starting at 500m, could be 700m, either way all lasers have a tiny full damage range.

Larger beams are really good with efficient and the thermal vent effect, but pulse/burst have more effective choices for engineering due to their low distributor draw.

Even then a grade one long range mod on any laser is a massive improvement for a tiny mass increase. Don't know what modification you should get? Grade one long range until you do. Cost? A single sulphur.

Hm definitely gonna try that, I'm running 2 medium beams and a large pulse on my vette. The beams have thermal vent and the pulse has thermal shock
 
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