pulse lasers vs burst lasers.

It can also depend on hardpoint placements and how agile your ship is (or you are) in combat, i.e. when fractions of a second matter for DPS. Personally I dislike how bursts behave when it comes to fire control/RoF, hence why I almost always shun them. I'm sure - used well - with a good min/max build they could be a great choice.

I tend to either fit beams or pulse; continuous higher damage with a much higher drain of power (and generation of heat) if my ship can handle it, or the most heat and power efficient option for more or less limitless pressure on enemy shields.

Burst laser: For when you want a less powerful laser than a beam, but want to use more power than a pulse
Provided Coriolis really is accurate, burst has the highest DPS - though not by much, as well as sits in the middle for energy per second.
 
I tend to roll with burst with 'Scambled Spectrum', as a happy medium, for my multipurpose(smuggling) AspS.
Also looks more Star Warsy imho.
 
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I've been playing around with pulse vs burst since launch, and time and time again, the pulses out perform the bursts every time. When engineered to do so, they have virtually no power or distributor draw, free that power up for other things. Add in the effect where you do hull damage through shields, and there's really nothing better.
 
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Ive use all three one way or another. I find bursts are good on ships where you have an odd number of hard points and can't mount beams and multis 2×2 or 4x4 for sheild and hull burn. Makes up for the lack of dakka dakka. This is purely and asthetic OCD opinion.

Imp eagles do however benefit from them on the 1 hardpoints with a multi on the two easy on the distributor and your slightly less maneuverability wont be penalised as much powerwise if you miss with a pulse or beam. You'll likely get one hit out of three on the pass even if you aren't that good a pilot (me).

Fixed btw
 
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I tend to roll with burst with 'Scambled Spectrum', as a happy medium, for my multipurpose(smuggling) AspS.
Also looks more Star Warsy imho.

I have pulses with rapid fire and scrambled spectrum, this works fine as well and it looks like I can keep the turrets firing forever...
 
My preference has been for the burst lasers, since supposedly they given a bit more damage than pulse, and don't overheat as quickly as beam.

I could be wrong about this, or misread the information there was on it. Nonetheless, it seems to have worked decently for me when needed (since I usually try to run and hide in combat).
 
I have also used bursts with gimbals on the same fire group with a rail. This for sniping modules. Sometimes I want to use the rail, sometimes not. Single trigger pull gets me the three burst, if I hold for a little over a second, I get another burst round plus a rail shot.

Off topic...but I have used cannons as well with the rail. The second cannon shot usually comes right after the rail.
 
If I recall correctly, Bursts were also more likely to do more module damage over Pulse (higher penetration or something), but I suspect Engineering has mostly negated that these days.

TBH, like many others, I tended to use Pulse rather than bursts in most cases.
 
I prefer bursts, I like the middle ground and if Fdev ever removes or makes it so we can buy ranks with credits I would engineer them with long range and phasing sequence.
 
have you tried just a special brew with a strong cider top ? trust me , all weapons and the game in general seem the same .
To be frank newish, your salty posts rarely pique my interest, but interest = piqued by the first half of this statement. Any particular ciders to recommend?
 
To be frank newish, your salty posts rarely pique my interest, but interest = piqued by the first half of this statement. Any particular ciders to recommend?

hence why you always comment on them ... never mind - good try . k cider , - cheque to the usual address .
 
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