I did some experimenting with a friend who had a hull tanked FAS and I had a Vulture equipped with a class 3 burst and a class 3 pulse. We tested at 2.0k, 1.5k, 1k and 500m distance. Shooting one at a time with a full weapons capacitor until empty. We found the burst laser gave out slightly more damage than pulse, with the sweet spot at 500m-1.5k. Test were run with class A generator and capacitor. The draw from the capacitor was about 2.8 seconds faster with the burst. With proper PIP management and flying tactics I have learned to use a combination of 1 burst and 1 pulse to great effect and bit more "fun" than the standard 2 pulse arrangement. I also found this works even better on the Clipper as the capacitor takes longer to drain. It also gives out a more satisfying impact sound cadence by multiplying the hits per second on the target. My friend also changed to this load out.....
Until now I was using two turreted C3 Beams and 2 turreted C2 Beams in the upper part of my Cutter.
Good:
- Drink shields like watter
- Can keep the enemy locked for more time (turret)
Bad
- Drinks energy capacitor almost faster than shields
- Requires a lot of pips to weapons as a normal tactic.
- Does very title damage to hull
As I was not convinced about this config, I just went throught many configs until I tested 2 C3 Turreted Bursts and 2 C2 Turreted Pulses. The result was impresive. With 2 pips to weapons I can fire for sooo much longer than the Beams, and with 3 I can fire non-stop without heat problems. They do not dry shields as fast as Beams but break hull a lot faster.
No one said it but this lasers have more range than the Beams and, although the sweet spot is less than 1.5 km, they still hit at 2 and 2.5 (although do litle to no damage).
The key of this build is the energy save compared to the Beams and that you can fire non stop, making te turrets do a great work and breaking the enemy through insistence...