Overcharged burst vs rapid fire pulse

According to both coriolis and Ed shipyard they both perform close, the burst have better dps at the cost of increased heat and energy required/shot compared to the pulse

But has anyone actually compared them directly in the real game? I know comparison with the stock ones already made before but the engineered ones haven't.

What's more, there is some oddity with the rapid fire burst stats, because it ended up almost worse than everything else in the whole pulse vs burst mods, for some reason rapid fire burst has much lower damge/shot than rapid fire pulse so it become useless and not in line with the overcharged burst itself nor it's in line with the comparison between oc and rapid pulse

Has it been fixed in the game?

And as the above, has anyone compare between oc and rapid fire burst vs pulse? Because I've seen several videos showing people using engineered pulses but haven't found anyone using engineered bursts.

Thx.
 
Any mod that increases RoF would perform worse on burst. It affects time between shots - but not time between shots in burst.
Interestingly, this also means mods that decrease RoF would perform better on burst.
 
Any mod that increases RoF would perform worse on burst. It affects time between shots - but not time between shots in burst.
Interestingly, this also means mods that decrease RoF would perform better on burst.

Now that you mentioned it, I'm completely confused with it, how does burst laser actually work in this game? And why would the scenario you described exist? I mean it doesn't make sense for common sense lol.
 
Now that you mentioned it, I'm completely confused with it, how does burst laser actually work in this game? And why would the scenario you described exist? I mean it doesn't make sense for common sense lol.

Overcharged burst are way too energy hungry and hot... better compare efficient burst to rapid fire pulse, in which case eff. burst has slightly lower DPS but best DPE of all lasers and are running rather cool, while rapid fire pulses have somewhat better DPS but are less energy efficient and the jitter can be a problem at longer ranges... at short ranges they are easier to use because of their extremely high rof.

Not an easy decision... I'd say it mainly depends on your ships power capacity (pulse for power starved ships) and your style of play, average time on target etc... burst for long battles of attrition, pulse for the more dynamic engagements. Efficient beams are also worth considering for the latter, btw.
 
Overcharged burst are way too energy hungry and hot... better compare efficient burst to rapid fire pulse, in which case eff. burst has slightly lower DPS but best DPE of all lasers and are running rather cool, while rapid fire pulses have somewhat better DPS but are less energy efficient and the jitter can be a problem at longer ranges... at short ranges they are easier to use because of their extremely high rof.

Not an easy decision... I'd say it mainly depends on your ships power capacity (pulse for power starved ships) and your style of play, average time on target etc... burst for long battles of attrition, pulse for the more dynamic engagements. Efficient beams are also worth considering for the latter, btw.

Isn't the idea of rapid fire pulses (looking to do this on my FDL after watching the vindicator jones video of it) to not only get a good roll but get one that procs a no-jitter on the roll?
 
Isn't the idea of rapid fire pulses (looking to do this on my FDL after watching the vindicator jones video of it) to not only get a good roll but get one that procs a no-jitter on the roll?
You might be rolling for a while though, and given the similarities (and how easy it is to get a decent overcharged PP roll, even at level 1) efficient bursts might be easier t get.
 
You might be rolling for a while though, and given the similarities (and how easy it is to get a decent overcharged PP roll, even at level 1) efficient bursts might be easier t get.

Um why do you hold efficient burst in such high regard? Isn't it's too inferior damage wise compared to g5 rapid pulse? At least that's what the stats says...
 
You might be rolling for a while though, and given the similarities (and how easy it is to get a decent overcharged PP roll, even at level 1) efficient bursts might be easier t get.

Except I hate burst lasers. Hell I hate pulses but at least there's a build that eats shields and with the right effects hits through to do hull damage.
 
Isn't the idea of rapid fire pulses (looking to do this on my FDL after watching the vindicator jones video of it) to not only get a good roll but get one that procs a no-jitter on the roll?

As the100thmonkey already stated this probably requires an enormous degree of dedication and 100s of rerolls if you are looking to mod several of them... personally I have rolled a lot of rof-pulses but never got a virtually jitter free max dps roll so far. Since burst and beam became viable alternatives in 2.2.03 I replaced most rf pulses on my less power starved ships with either efficient burst (for max dpe builds) or beam (for dps builds).

Um why do you hold efficient burst in such high regard? Isn't it's too inferior damage wise compared to g5 rapid pulse? At least that's what the stats says...

DPS is not everything... in many engagements dph/dpe (damage per hour/damage per energy) wins the battle of attrition. Also you get damage improving secondaries quite often to drive them beyond their standard maximum. My efficient bursts do rougly 10% less damage than my rf pulses, but I can fire them continously while rf pulses are draining my capacitor. The absence of jitter also helps mitigate the disadvantage in damage.... oh, and last but not least burst have higher armor penetration :)
 
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Um why do you hold efficient burst in such high regard? Isn't it's too inferior damage wise compared to g5 rapid pulse? At least that's what the stats says...

Because there is no point doing heaps of DPS, if you can only hold it for 3 seconds before your ship starts melting around you.

Not sure if you've ever seen Lord of War (if not, do so, great movie), but it's not unlike the AK-47 quote...

"It doesn't break, jam, or overheat. It'll shoot whether it's covered in mud or filled with sand. It's so easy, even a child can use it; and they do."

In other words, it just keeps firing.

Z...
 
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Um why do you hold efficient burst in such high regard? Isn't it's too inferior damage wise compared to g5 rapid pulse? At least that's what the stats says...
G5 mods are too much of a grind for me to deliberately go looking for the necessary mats. On top of that, two efficient bursts in my Vulture gives easily enough distributor depth to just keep firing while doing plenty of damage, especially to modules on larger ships.
 
As the100thmonkey already stated this probably requires an enormous degree of dedication and 100s of rerolls if you are looking to mod several of them... personally I have rolled a lot of rof-pulses but never got a virtually jitter free max dps roll so far. Since burst and beam became viable alternatives in 2.2.03 I replaced most rf pulses on my less power starved ships with either efficient burst (for max dpe builds) or beam (for dps builds).

I find that beams while nice generate way too much heat for my FDL, I mean with my overcharged power plant grade 5 and dirty drives 5, they last too little and generate too much heat. Not to mention that with beam I'd have to do a gimballed build instead of fixed, which makes chaff my worst enemy.
 
Because there is no point doing heaps of DPS, if you can only hold it for 3 seconds before your ship starts melting around you.

Not sure if you've ever seen Lord of War (if not, do so, great movie), but it's not unlike the AK-47 quote...

"It doesn't break, jam, or overheat. It'll shoot whether it's covered in mud or filled with sand. It's so easy, even a child can use it; and they do."

In other words, it just keeps firing.

Z...

But according to those sites rapid fire mods actually lower their distributor draws!

Not as much as efficient maybe but still up to 30% less sucking your distributor energy.

Or are those sites wrong and it has been fixed now?
 
But according to those sites rapid fire mods actually lower their distributor draws!

Not as much as efficient maybe but still up to 30% less sucking your distributor energy.

Or are those sites wrong and it has been fixed now?

Usually, distributor draw is given per shot and not per second.
If you increase the RoF at the same time by e.g. 50%, you end up with more draw per second than the unmodded laser.

Only with beam weapons, draw is given per second.
 
Usually, distributor draw is given per shot and not per second.
If you increase the RoF at the same time by e.g. 50%, you end up with more draw per second than the unmodded laser.

Only with beam weapons, draw is given per second.

Lol? Even more confusing and logically conflicting information you gave there, holy it really a mess there. First it was the hidden burst laser mechanic, now there is another hidden differentiation amongst weapon distributor draws.

Omg what a mess.
 
Lol? Even more confusing and logically conflicting information you gave there, holy it really a mess there. First it was the hidden burst laser mechanic, now there is another hidden differentiation amongst weapon distributor draws.

Omg what a mess.

Well, FDs original intend probably was to give damage and draw per shot, as they did with nearly all weapons. But for the stats of the beam lasers (including mining versions), they could no longer tell:D, when one shot ends and the next one starts, as they are continuous fire. Hence, for these weapons, they use per second for both damage and draw.

I can understand the confusion, though, as I hit it myself. Also, ED not always using correct units further amplifies the confusion.
 
Dumb Question but if I made a decent roll on a weapon but spent a few more materials for a reroll to try for something better, can I not then apply an experimental effect? I thought I could burn a favor with an engineer anytime I wanted for a weapon effect.
 
Dumb Question but if I made a decent roll on a weapon but spent a few more materials for a reroll to try for something better, can I not then apply an experimental effect? I thought I could burn a favor with an engineer anytime I wanted for a weapon effect.

You can with 2 favour cost from the engineer, or one if your dice rolled you an effect but you want something else.
 
Dumb Question but if I made a decent roll on a weapon but spent a few more materials for a reroll to try for something better, can I not then apply an experimental effect? I thought I could burn a favor with an engineer anytime I wanted for a weapon effect.

You can only apply an experimental effect to your current roll. So in this case the effect would go on the second roll weather you liked it better or not.
 
G5 mods are too much of a grind for me to deliberately go looking for the necessary mats. On top of that, two efficient bursts in my Vulture gives easily enough distributor depth to just keep firing while doing plenty of damage, especially to modules on larger ships.

Some are okay...my Vulture is partially grade 5 modded; it wasn't overly arduous.

...Selene & Palin are just a big NO however!

EDIT - ahh you mean specifically to Broo Tarquin, don't you? Yep I agree..'not going there either! :D
 
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