Pulse, Burst, or Beam?

Depends on what you want.
Most damage over a short time == Beam
Most damage over extended time and best energy to damage quota Pulse
Highest accuracy ( esp useful when targeting sub systems ) Pulse

The burst is in between ...

Although this is true, beams have a higher power requirement. So you'll be doing a lot of damage all at once but not over time compared to pulse. Beams will drain your capacitors a lot quicker than pulse weapons.
 
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I used to run C3 beams on my vulture forever and loved it, but switched to pulses on sunday, which allowed me to upgrade thrusters and shield boosters for longer staying power for BH in the hazres, and near-continuous rate of fire.
 
Does anyone know for sure if beams and bursts do less DPS to Hull/modules? Or does it just seem that way because the beam is usually overheating by the time the shields go down?
 
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...
 
Beams reward tight trigger discipline and good marksmanship - miss out on either of those and you're gonna be collecting bounties like flies around a honey pot and spending way too long waiting for your cap to recharge and you can shoot again. A beam-heavy loadout has almost the same alpha against a shielded opponent as a rail build but without the trigger delay - so it suits folks that can shoot well enough but have a hard time with the rails charge-up time.

Me, I like 'em. They totally shred in PvE and if I'm pulled into a PvP encounter they are often an unpleasant surprise for the pilot that interdicted me. Of course the capacitor is always my first module upgrade....
 
Does anyone know for sure if beams and bursts do less DPS to Hull/modules? Or does it just seem that way because the beam is usually overheating by the time the shields go down?
I've seen the comparison in the outfitting and in experience, beams are worthless against hull and modules. If you use beams, better pack some sort of kinetic or thermic-kinetic weapon. The beam does strip shields faster than the other two, but when faced by armor, its like using spitballs against a rhino.
 
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