I have always felt that the lasers are, by and large, not different enough from each other (as in Pulse - Burst - Beam) in performance such that each lends itself to a specific build regimen. The basic separation is still there with a few modifications. So, some ideas below...
Pulse
-Steady, Mildly Rapid Fire with Moderate Consistent DPS
-Moderate Heating
-Low Distributor Draw
-Low Power Draw
-Gimbals and Turrets Track Highest Speed
-Slows Down Broken Regeneration Speed
Burst
-Rapid Burst, but Slow between Bursts with Highest Consistent DPS
-Low Heating (Burst allows cooling)
-Moderate Distributor Draw
-High Power Draw
-Gimbals and Turrets Track Moderate Speed
-Increased Hull Damage
Beam
-Constant Strike (Fast Tick) with Highest Burst DPS, but Lowest Consistent DPS
-High Heating (prevents consistent DPS)
-High Distributor Draw
-Moderate Power Draw
-Gimbals and Turrets Track Lowest Speed
-Increased Module Damage
The main idea is to really separate these three classes of lasers enough that they each have situational or build value (where right now, pulses serve little purpose, and you fit bursts if you can't sustain beams (that's my experience anyways, feel free to correct me if yours is different!)
Without tweaking too much, the notable differences are:
-Pulses are now a solid dps option suitable for low-distributor ships (small ships typically) and assist in keeping shields down for lighter weapons effectiveness
-Bursts are the consistent heavy-hitters requiring a Higher Power Draw but providing more raw ship damage, useful for maneuverable ships
-Beams are the highest *burst* dps useful on low maneuverability ships but providing modular damage, increasing utility for slower ships
I'm of the opinion beams, even heavily engineered (efficient), shouldn't be sustainable for terribly long on even the largest distributors. By augmenting them towards modular damage and burst damage, they better fit this role and make more sense as an option for slower ships. By augmenting Bursts to be the heavy hitters for larger reactors on consistent DPS, they become a reasonable choice for raw damage builds on mostly agile to agile ships. Pulses cease to be an after-thought and could be particularly handy in wing-setups against heavy shielded/rapid regenerating targets and will be particularly useful for rookie commanders or small-ship commanders who need that shield to STAY down so their limited firepower has more punch on hull and modules.
Thoughts?
Pulse
-Steady, Mildly Rapid Fire with Moderate Consistent DPS
-Moderate Heating
-Low Distributor Draw
-Low Power Draw
-Gimbals and Turrets Track Highest Speed
-Slows Down Broken Regeneration Speed
Burst
-Rapid Burst, but Slow between Bursts with Highest Consistent DPS
-Low Heating (Burst allows cooling)
-Moderate Distributor Draw
-High Power Draw
-Gimbals and Turrets Track Moderate Speed
-Increased Hull Damage
Beam
-Constant Strike (Fast Tick) with Highest Burst DPS, but Lowest Consistent DPS
-High Heating (prevents consistent DPS)
-High Distributor Draw
-Moderate Power Draw
-Gimbals and Turrets Track Lowest Speed
-Increased Module Damage
The main idea is to really separate these three classes of lasers enough that they each have situational or build value (where right now, pulses serve little purpose, and you fit bursts if you can't sustain beams (that's my experience anyways, feel free to correct me if yours is different!)
Without tweaking too much, the notable differences are:
-Pulses are now a solid dps option suitable for low-distributor ships (small ships typically) and assist in keeping shields down for lighter weapons effectiveness
-Bursts are the consistent heavy-hitters requiring a Higher Power Draw but providing more raw ship damage, useful for maneuverable ships
-Beams are the highest *burst* dps useful on low maneuverability ships but providing modular damage, increasing utility for slower ships
I'm of the opinion beams, even heavily engineered (efficient), shouldn't be sustainable for terribly long on even the largest distributors. By augmenting them towards modular damage and burst damage, they better fit this role and make more sense as an option for slower ships. By augmenting Bursts to be the heavy hitters for larger reactors on consistent DPS, they become a reasonable choice for raw damage builds on mostly agile to agile ships. Pulses cease to be an after-thought and could be particularly handy in wing-setups against heavy shielded/rapid regenerating targets and will be particularly useful for rookie commanders or small-ship commanders who need that shield to STAY down so their limited firepower has more punch on hull and modules.
Thoughts?
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