Engineers The Goldilocks of the Fixed Lasers?

NOTE: This post has been updated.

I stumbled upon this when I was trying to come up with something to fit in the medium slots on my 'Conda:

Are rapid fire pulses the Goldilocks of the fixed lasers?

The rapid fire mod has two potential drawbacks -- jitter and a damage/ROF trade-off. The former does not effect fixed weapons [this is not true; see update below], so I decided to look into how the latter's effect on DPS stacked up against a range of laser and mod combinations. These are all based on optimal potential rolls with no secondary effects; I have organized them by DPS:

TypeDamageROFDPSDist. DrawPower DrawThermal Load
G5 OC'd Beam23.14Inf23.143.951.015.11
G5 OC'd Burst5.113.718.90.6251.050.78
G5 Efficient Beam17.4Inf.17.42.050.612.04
G5 Rapid Fire Pulse35.7517.250.3250.60.56
G5 OC'd Pulse53.4517.250.6250.60.56
G5 Rapid Fire Burst3.075.3616.460.3251.050.78

So the OC'd beam laser obviously comes out on top with nearly 20% more DPS than the laser with the next highest DPS. Of course, this comes at the expense of an enormous distributor draw and thermal load compared to every of entry on the table, which will limit the weapon's overall up-time with smaller power distributors.

The OC'd burst laser comes in second place with an average of about 10% more DPS than the next three entries. Its distributor draw is about twice that of the rapid fire mods and its thermal load is about 30% more than the pulse lasers.

The next three -- efficient beams, OC'd pulses and RF pulses -- are tightly-clustered in terms of DPS, though the RF pulses have a clear advantage in terms of distributor draw and thermal load.

The benefit of the distributor draw vs. damage trade-off with RF pulses is most pronounced in ships with smaller distributors. Two large RF pulses on a Vulture with a 5A Charge-Enhanced distributor, for example, will never drain if you have four pips in weapons; OC'd bursts will drain it in roughly 30 seconds; OC'd pulses and efficient beams will in roughly 40-50 seconds. The same holds true for two medium lasers on the Cobra mkIII or Viper mkIII.

It is harder to make fixed weapons work on larger ships, given their slower turning rates, but I am pretty successful using fixed beams on my Python, so I might try swapping them out for RF pulses when I have the mats.

UPDATE:

After some rudimentary testing of a G5 RF pulse vs. an unmodded pulse, it appears that jitter effects fixed weapons. The reticle remained fixed, but the actual laser bolts bounced around the reticle, in my case, by 0.41 of a degree. I can see how this, compounded with the reticle drift of gimballed and turreted weapons, can make RF weapons difficult to use at a distance.
 
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I stumbled upon this when I was trying to come up with something to fit in the medium slots on my 'Conda:

Are rapid fire pulses the Goldilocks of the fixed lasers?

The rapid fire mod has two potential drawbacks -- jitter and a damage/ROF trade-off. The former does not effect fixed weapons, so I decided to look into how the latter's effect on DPS stacked up against a range of laser and mod combinations. These are all based on optimal potential rolls with no secondary effects; I have organized them by DPS:

TypeDamageROFDPSDist. DrawPower DrawThermal Load
G5 OC'd Beam23.14Inf23.143.951.015.11
G5 OC'd Burst5.113.718.90.6251.050.78
G5 Efficient Beam17.4Inf.17.42.050.612.04
G5 Rapid Fire Pulse35.7517.250.3250.60.56
G5 OC'd Pulse53.4517.250.6250.60.56
G5 Rapid Fire Burst3.075.3616.460.3251.050.78

So the OC'd beam laser obviously comes out on top with nearly 20% more DPS than the laser with the next highest DPS. Of course, this comes at the expense of an enormous distributor draw and thermal load compared to every of entry on the table, which will limit the weapon's overall up-time with smaller power distributors.

The OC'd burst laser comes in second place with an average of about 10% more DPS than the next three entries. Its distributor draw is about twice that of the rapid fire mods and its thermal load is about 30% more than the pulse lasers.

The next three -- efficient beams, OC'd pulses and RF pulses -- are tightly-clustered in terms of DPS, though the RF pulses have a clear advantage in terms of distributor draw and thermal load.

The benefit of the distributor draw vs. damage trade-off with RF pulses is most pronounced in ships with smaller distributors. Two large RF pulses on a Vulture with a 5A Charge-Enhanced distributor, for example, will never drain if you have four pips in weapons; OC'd bursts will drain it in roughly 30 seconds; OC'd pulses and efficient beams will in roughly 40-50 seconds. The same holds true for two medium lasers on the Cobra mkIII or Viper mkIII.

It is harder to make fixed weapons work on larger ships, given their slower turning rates, but I am pretty successful using fixed beams on my Python, so I might try swapping them out for RF pulses when I have the mats.

Just a heads up,

You have forgotten to factor in range, damage drop off and long range modded lasers into the equation.

At @2kms ish G5 longrange will out damage them all (the 2km ish figure is me guessing off the top of my head without the figures to hand so don't sue me, but the point remains),
 
Just a heads up,

You have forgotten to factor in range, damage drop off and long range modded lasers into the equation.

At @2kms ish G5 longrange will out damage them all (the 2km ish figure is me guessing off the top of my head without the figures to hand so don't sue me, but the point remains),

It is much shorter than that -- efficient beams equalize with G5 long range pulses at about 1.5 km, everything else equalizes around 1.2 km -- though the only reason to do anything greater than a G1 long range mod on lasers is if you are doing some sort of crazy sniper build.

This post was only meant to highlight something I discovered, not cover all considerations that go into a build.
 
I don't have any numbers, but I really like efficient beams. On the ships I've put them on, they seem to run cool and not drain the capacitor and tear up the target pretty quick. In combination with some corrosive shell weapons stuff goes poof.
 
I found r/f pulse used to be best on my vulture, but then following a patch about 6 months ago they started getting too hot and efficient beams then worked better. Almost as good dist draw and slightly better dps (note that you have to divide some of the beam stats by 5 or so to get comparable values).
 
Jitter does indeed affect fixed weapons. It makes RF unusable IMO.

Did a quick test and you are correct -- the reticle on the RF pulse may have been steady, but the beam itself bounced around a bit. I don't necessarily think that makes it unusable, but I will definitely need to update my initial post.
 
i have reported the reticle as a bug, since i got some rapid-fire bursts with the inertial impact effect. they got 3.25° jitter - as much as a frag cannon, but still the reticle dot of a pinpoint accurate laser.
had to pair them up with an actual frag cannon to be able to use them.
 
i have reported the reticle as a bug, since i got some rapid-fire bursts with the inertial impact effect. they got 3.25° jitter - as much as a frag cannon, but still the reticle dot of a pinpoint accurate laser.
had to pair them up with an actual frag cannon to be able to use them.

Jitter is applied to fixed weapons, but it is not represented in the reticle. If I had to guess, jitter and reticle drift are calculated separately and then the former is applied on top of the latter in the background.
 
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Did a quick test and you are correct -- the reticle on the RF pulse may have been steady, but the beam itself bounced around a bit. I don't necessarily think that makes it unusable, but I will definitely need to update my initial post.
Perhaps not unusable, just really annoying to be that inaccurate when using fixed weapons. I created a post about it where others gave very detailed, scientific explanations as to why a laser on a fixed mount would have jitter - something to do with crystals - but personally I think if you're using fixed mounts it's tough enough to aim your shots so you should be rewarded by not having jitter.

I tried putting G5 RF bursts on my battlecow T9 - all turreted.... hilarious, you're lucky to hit one in five shots. The jitter needs to be toned down a bit. It's such an annoying mechanic! ahhh hate it lol
 
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Jitter is applied to fixed weapons, but it is not represented in the reticle. If I had to guess, jitter and reticle drift are calculated separately and then the former is applied on top of the latter in the background.
that no reason to have a static reticle when there is variable jitter.

if you implement a system where you can modify the dispersion of a weapon, then you also have to implement reticles to represent that.
hell, even though shooter have dynamic reticles for decades now, we are talking here about a fixed attribute of a weapon that is only changed during engineering them.
 
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