Pulse laser mods

Hi folks

Can anyone offer good advice please on the best type of pulse laser mod from engineers?

I have spent ages working to collect mats for the rapid fire mods and put them on last night. However, when going back to check the stats in outfitting afterwards, all the beneficial stats have been downgraded [Damage, DPS, and ROF], all being downgraded by say 20-35% without working it out properly.

This has really annoyed me and I went looking for other threads on here - it looks like they were nerfed a long time ago, so now the rapid fire mod is pretty garbage.

So, annoyed, I am looking to see whether my experience is correct, and if so, whether there is now a better mod instead of rapid fire? Perhaps looking at the efficient mod?

I'm running a python, with two OC MCs in the C2 points, a C3 efficient beam below the nose, and these two pulses [with rapid fire] above the body of the ship. It is 90% predominantly for PvE gaming as that is just my style, and I had put both thermal shock, and phasing sequence on them, which of course cost a lot more resources ....

So, any opinions would be great, especially if you have experience of them please :) I'm going to go spend half an hour hunting signals and trying them out I hope in Tarquin's home system, but am reluctant to leave if the efficient or other mods will be better - I am also intrigued if they run too hot, as that is always an issue when using the OC MCs!

Thanks in advance for the help, and looking forward to reading the opinions here; Cheers,
The Hat :)
 
Pulses are already efficient so no use there... except for just a bit more damage.

I tried Rapid fire Pulse also but they were really lame compared to efficient beams... basically useless.

I'd say scrap Pulse altogether and go efficient beam.
 
Hi folks

Can anyone offer good advice please on the best type of pulse laser mod from engineers?

I have spent ages working to collect mats for the rapid fire mods and put them on last night. However, when going back to check the stats in outfitting afterwards, all the beneficial stats have been downgraded [Damage, DPS, and ROF], all being downgraded by say 20-35% without working it out properly.

This has really annoyed me and I went looking for other threads on here - it looks like they were nerfed a long time ago, so now the rapid fire mod is pretty garbage.

So, annoyed, I am looking to see whether my experience is correct, and if so, whether there is now a better mod instead of rapid fire? Perhaps looking at the efficient mod?

I'm running a python, with two OC MCs in the C2 points, a C3 efficient beam below the nose, and these two pulses [with rapid fire] above the body of the ship. It is 90% predominantly for PvE gaming as that is just my style, and I had put both thermal shock, and phasing sequence on them, which of course cost a lot more resources ....

So, any opinions would be great, especially if you have experience of them please :) I'm going to go spend half an hour hunting signals and trying them out I hope in Tarquin's home system, but am reluctant to leave if the efficient or other mods will be better - I am also intrigued if they run too hot, as that is always an issue when using the OC MCs!

Thanks in advance for the help, and looking forward to reading the opinions here; Cheers,
The Hat :)

I agree with you on the rapid fire mod for the pulse lasers, it appears to reduce their core damage attributes. It appears, at least from my experience, that rapid fire mods on MCs or even Burst Lasers garner more of a boost to their damage specs. If you are running OC MC's you may want to consider changing your Pulse to Efficient, because the OC on the Pulse draws too much power from the distributor - unless you receive a very lucky roll. While you are not going to gain any significant boost with efficient, they will dissipate heat much more efficiently, reduce draw and increase damage, albeit marginally. However, all and all, it will still be a boost. You should shoot for rank 4 or 5.
 
I like overcharged. It improves on the somewhat weak damage, and since the base efficiency is so good the downside isn't bad.

My FDL was running hot nonstop with 2 medium overcharged pulses (low emmission pp, DD5) so i switched to rapid fire. If you have a little bit luck with the jitter and stay below 3° they are rocking very good. In combination with scramble spectrum they're also nice.
The choice between pulses and beams should be made upon capacity of PP and PD. You have plenty of power and class 7+ PD? Take the efficient beams! You're close on max PP capacity or have a small PD? Take efficient or rapid fire pulses!

At the end it is also important which specials you want. On beams there is nearly nothing useful but on pulses there are lots.
 
My favorite laser mod by far is G5 rapid fire with phasing. phasing gets an undeserved bad rap but Iv killed ships before while their shields were still up. Rapid fire has a slight damage reduction but when you consider the increased firing rate they actually do more damage.
 

Deleted member 115407

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Best way to know is just by experience. Rolls some G1 or G2 mods and see of they are what you're looking for.

I don't know about anyone else, but I've definitely rolled G5s that I didn't like, and have gone back to re-roll on another blueprint.
 
I run all HICAP mags MC's, one 3 PA w/ asst. mods. The 2's are turreted, the 3's are gimballed and the PA of course is fixed.

I have found that the small pulse lasers aren't of much use, I quit using them. It would be nice to run 2 MC's, 2 RA's, and a PA but it really overheats the Python.

My loadout can rip into ships and the convergence on the Python is good, w/ the PA under the chin be careful undershooting the target but hits hard.
 
My FDL was running hot nonstop with 2 medium overcharged pulses (low emmission pp, DD5) so i switched to rapid fire. If you have a little bit luck with the jitter and stay below 3° they are rocking very good.

Thanks, seems you're right, I just re-rolled the overcharged pulse lasers on my Corvette to rapid fire and got both an increase in DPS and much lower capacitor draw. Didn't get too lucky with jitter, but I have emissive munitions on one for that (scramble spectrum on the other).
 
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All the PvPers use long range. They must know something.

Of course in PvP fixed long range pulses are a good thing because they don't suffer from any damage falloff and do twice the amount of damage already at 1km and quadruple damage at 2km distance. Combined with phasing sequence those pulses can be a good counter to shieldtanks when in the hand of good and experienced commanders.
In PvE they have just slightly positives because NPC's are dumb in their nature and so weak against other tactics :)
The only long-range mod i'm using in PvE are the railguns 'cause they're rocking hard! There's nothing more satisfying than punching those Vipers away at 4km with dual rails :D

In PvE i use on my FDL still 2 gimbaled rapid fire pulses. The distributor can spam them at 2 pips nearly endless and they hammer away NPC shields quite fast since they usually don't have heat resistant shields. Also the piercing shouldn't be underestimated and they can take out powerplants very fast at around 500m if rolled with lesser than 3° jitter ;)
 
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It is difficult to give definitive advice for something that is so dependent on two major factors:
1) The rest of the load-out on your ship [your thrusts could be generating too much heat or drawing too much power for instance]
2) Your combat style

In one load-out you might need "Efficient" simply because you have heat or power problems.
Equally, versions you dismiss (such as Rapid Fire) might simply be because you have not rolled enough. All these mods and be 'over-engineered', and you could get a secondary boost to DPS which suddenly makes mediocre totally awesome.

1. Nearly every mod has a scenario where it can be a good thing.
2. Nearly every mod also has a combination of average to poor rolls, disastrous secondary rolls, poor combos of ship fit-out and fighting style that would mean it is a complete disaster.

Welcome to RNG heaven. I would say hell - but too many people seem actually enjoy it more than the actual combat - so I don't think the hell argument really holds water.
 
As was mentioned before, it depends on the situation and the build.
The longrange mod is a good one, especially on a python as it's a bit slower.
It will bridge the gap to faster running NPC's.
 
It is difficult to give definitive advice for something that is so dependent on two major factors:
1) The rest of the load-out on your ship [your thrusts could be generating too much heat or drawing too much power for instance]
2) Your combat style

In one load-out you might need "Efficient" simply because you have heat or power problems.
Equally, versions you dismiss (such as Rapid Fire) might simply be because you have not rolled enough. All these mods and be 'over-engineered', and you could get a secondary boost to DPS which suddenly makes mediocre totally awesome.

1. Nearly every mod has a scenario where it can be a good thing.
2. Nearly every mod also has a combination of average to poor rolls, disastrous secondary rolls, poor combos of ship fit-out and fighting style that would mean it is a complete disaster.

Welcome to RNG heaven. I would say hell - but too many people seem actually enjoy it more than the actual combat - so I don't think the hell argument really holds water.

Interestingly enough, after trying them out for a session in the CG RES, I have to say I am pretty happy with them. They obviously fit my play style as has been discussed, and the heat issue is so much better than it used to be. Coupled with the efficient beam and the MCs, I can run them all now with only 3 pips, constantly, and this was never even possible beforehand, so is a massive improvement in managing shield and engine resources as well.

Thanks to everyone for the help and opinions, it has been really useful and very interesting of course. Cheers,
The Hat :)
 
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