Engineers Class 4 Burst Laser

Question1: is it worth modding them with rapid fire?
Question2: are the worth using anyway?


yesterday i tried finding class 4 gimbal pulse lasers for my corvette around Muang.
after the third fail via EDDB, i just went with Class 4 burst, and modded them with the Grade5 Rapid fire that i had intended to put on the pulses.

lucky straw, the first one got a good roll with scramble emission bonus right away.
and the the second one requried a few rolls and got thermal shock


after a few combat rounds, i must say -> i guess i have wasted my mats on them

the BURST RoF is not affected, which is 5/s
my RoF went from 2.1/s up to 3.0/s

tbh, i cant work with those numbers and the bursts seem to be sooo slow
that has a much higher probability that a police ship crosses its pass due to the massive delay the last burst fires, especially when low on capacitor
(And yes, 0.4 seconds delay between the first and the last one is an half an eternity, especially when you compare it to 0.12s burst duration of a small one)

can someone tell me if the DPS displayed for burst weapons are correct?
 
Modding Bursts for fire rate is pointless because you only get a minor change in DPS from it.

In fact, using huge bursts is pointless no matter how you mod them because their heat generation is insane. If we were to look at small, medium and large bursts, they all progress in heat generation in a similar rate of increase comparative to their damage increase. Their heat to dps ratios are all approximately the same. However, jumping from large to Huge has a heat to dps ratio that's 3 times higher. I assume it's a bug, but either way, it makes the weapon worthless.

Either go pulse, or beam. Long range mods are probably the best unless you're running a really fast ship like FAS or Vulture. You get far more defensive potential without much offensive sacrifice running fixed long range on FDLs, Clippers, or anything bigger.
 
Modding Bursts for fire rate is pointless because you only get a minor change in DPS from it.

In fact, using huge bursts is pointless no matter how you mod them because their heat generation is insane. If we were to look at small, medium and large bursts, they all progress in heat generation in a similar rate of increase comparative to their damage increase. Their heat to dps ratios are all approximately the same. However, jumping from large to Huge has a heat to dps ratio that's 3 times higher. I assume it's a bug, but either way, it makes the weapon worthless.

Either go pulse, or beam. Long range mods are probably the best unless you're running a really fast ship like FAS or Vulture. You get far more defensive potential without much offensive sacrifice running fixed long range on FDLs, Clippers, or anything bigger.

This.

Either long range pulses or efficient beams make much more sense. Long range beams if you can take the distributor draw and get a nice roll on the draw, even better. For long range beams i wouldn't bother with any effect.
 
thanks for confirming that.

i guess i have figured out how to read the fire rate on my own (3/s for bursts means, one burst per second after all)

and yes, i think i will retrofit my whole corvette now from the experimental phasing pulse fit, to something more DPS heavy,
aka all my lasers are going be get long range /focus mods, since it me off that without better thruster i never keep in 500m range.

and as soon as i can afford me an A-Grade powerplant, i will fit plasmas in the huge slots anyway
 
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