Truesilver's Tests, No.3: The Pulse Disruptor

Once again we prise open the door to Adle’s Armada’s military secrets vault … this time to discover classified papers concerning the Pulse Disruptor, Felicia Winters' powerplay weapon - being a variant of the medium fixed pulse laser, described in Outfitting as causing ‘malfunctions along with reduced damage.’


Rate of Fire & Damage per Second

The Pulse Disruptor features a reduced rate of fire compared to its standard counterpart, being 1.6 shots/second to 3.4 shots/second respectively. (These are the outfitting r.o.f. figures which are confirmed as accurate.) Put another way, the Pulse Disruptor will provide 47% of the shots of a medium fixed pulse laser.

Although I have not carried out the most structured dps / dpe testing for this weapon, it appears to me to offer precisely the same damage as its standard counterpart but subject to the reduced rate of fire. Weapon capacitor energy use however remains identical. Therefore the Pulse Disruptor offers 47% of the damage per second and 47% of the damage per wep cap use of a c2 fixed pulse laser.

Taking Cmdr StarLightBreaker’s original test figures for the fixed pulse and applying 47%, then adding in the small fixed pulse laser for comparison:

WEAPONDPSDPE
c2 fixed pulse laser14.37.56
Pulse Disruptor6.723.55
c1 fixed pulse laser9.357.56

So the Pulse Disruptor does significantly less damage even than a small fixed pulse laser. Note also that the modest figures above are for damage v shields. As a thermic weapon, if fired at the shieldless hull-tanks that are common in ED 1.5, the Pulse Disruptor’s damage is barely even noticeable.

So, how much better than other weapons is it at causing module malfunction?


Structured comparative test: Beta 1.5.3

Following earlier informal tests, I decided to carry out a structured comparison in Beta 1.5.3, with the assistance of Zachary Hudson legend Cmdr Hammer Fall and long-time Adle’s Armada Cmdr Valen Tezolo (thanks both again).

All tests were conducted by firing at either the power plant (from 90 degrees above ship) or drives (from behind ship) of a hull-tank Fer-de-Lance or Corvette, stationary, from 500m except where indicated.

Both target vessels had military bulkheads and HRP’s. The in-game shipyard-confirmed hull strengths were, Corvette: 4,555, Fer-de-Lance 2,028.

Weapons tested were as follows. Except where indicated in the detailed data, all banked weapons were fired simultaneously with checked convergence, meaning all struck the module at the same time:

2 x Pulse Disruptors
2 x medium fixed pulse lasers
4 x fixed medium multi-cannons
single large fixed beam
single large turreted beam

(Yes, we should have tested a gimballed laser, IKR …)

Here are the combined results of multiple test-firings. All times are ‘TTM’ – time to malfunction, rounded to nearest half second. I’ll set out the average TTM for each test first, then the detailed underlying data. '-' means not tested.


Average times to malfunction

TARGET2xP.Disruptors2xPulse4xMultiFix.BeamTur.Beam
Corvette PP5+2.572yawn
Corvette Drives4.5-44.5-
FdL PP3--4-

Full data for CORVETTE POWER PLANT

TWO PULSE DISRUPTORS v Corvette power plant, TTM:-
a. Never (12.5 seconds, nothing) b. 4.5 secs c. 2.5 secs d. 3 secs e. 10.5 secs
Average (of last four only) approx: 5 secs

TWO MEDIUM FIXED PULSE LASERS v Corvette power plant, TTM:-
a. 2.5 secs b. 4 secs c. 3 secs d. 2 secs e. 2 secs
Average approx: 2.5 secs

FIXED MULTI-CANNONS v Corvette power plant, TTM:-
a. 5 secs (from 500 m, four fired but only two multis converging) b. 5 secs (now from 1000 m, all four converging) c. 12 secs (again 1000 m, all four)
Average approx:- 7 secs

LARGE FIXED BEAM v Corvette power plant, TTM:-
a. 1 sec b. 4 secs c. 2 secs d. 2 secs e. 1 sec
Average approx: 2 secs

TURRETED LARGE BEAM v Corvette power plant, TTM:-
a. absolutely never (40 secs, nothing) b. 14 secs c. 11 secs
Average approx: too long

Full data for CORVETTE DRIVES

TWO PULSE DISRUPTORS v Corvette drives, TTM:-
a. 6 secs b. 3 secs
Average approx: 4.5 secs

FIXED MULTI-CANNONS v Corvette drives, TTM:-
(All from 1000 m, all four converging)
a. 2 secs b. 3 secs c. 5 secs d. 7 secs
Average approx:- 4 secs

LARGE FIXED BEAM v Corvette drives, TTM:-
a. Never b. 11 secs c. 3 secs d. 3 secs e. 4 secs f. 2 secs
Average (of last five) approx: 4.5 secs

Full data for FdL POWER PLANT

TWO PULSE DISRUPTORS v Fer-de-Lance power plant, TTM:-
a. 6 secs b. 4 secs c. 2 secs d. 1 sec
Average approx: 3 secs

LARGE FIXED BEAM v Fer-de-Lance power plant, TTM:-
a. 5 secs b. 0.5 sec c. 2.5 secs d. 0.5 sec
Average approx: 4 secs


Observations

Damage isn’t noted above but it was obvious that, unlike the other weapons, the single large fixed beam and the quad multis did heavy damage to the subsystem in question. The Pulse Disruptors in particular did next to nothing damage-wise. On the other hand, notwithstanding the Pulse Disruptor’s unremarkable performance on testing, in a real fight the first hit to a module might be an isolated one and perhaps the disruptor could have a better ‘per shot’ chance of causing a one-off initial malfunction (I say, ‘perhaps’). Although our test outcomes were disappointing, Cmdr Hammer Fall did later go on to report some ‘jackpot’ moments in real PvP, when (eg) he managed to disrupt an enemy’s FSD with a single hit.

Something else for further testing might be whether the cumulative benefits of stacking Pulse Disruptors are linear or exponential. Personally, I did once manage to secure what seemed an infinite malfunction loop on a hostile player Cutter’s power plant using triple disruptors, although sadly the experiment had to be aborted when the test subject unaccountably disappeared.

For now, bearing in mind the massive sacrifice in dps, the difficulty targeting modules of a silent runner and the availability of other attractive c2 weapons such as rail guns, it seems likely that the Pulse Disruptor will remain a rare sight on the battlefield.


Further reading

For testing of power plant damage (not disruption) by laser type, see this great thread by Cmdr ‘jgm’:

https://forums.frontier.co.uk/showthread.php?t=202215


See you in the black!


TRUESILVER

Adle’s Armada
www.inara.cz/wing/336
 
I'm with Winters right now and I have these.

Honestly they just feel wrong all the way around. The disruptor is a great idea but it feels poorly implmented.

I think it should be a fixed, high heat, single shot, slow releoad projectile weapon that fires a large slowish ball of ions (maybe half the speed of a plasma accelerator) and when it hits does zero damage but randomly shuts down a ship system for a several seconds (S 8 Seconds, M 12 Seconds, L 16 Seconds, H 20 Seconds). This should occur whether the shields are up or down, meaning the disruptor has a change of knocking out the shields. Reload time could be 1/2 the disruptor time meaning the most you could get is a 2 stack of disrupted systems. I just despise the current version.
 
The disruptor is a great idea but it feels poorly implemented.

Sandro recently said:

'2.1 should see the Retributor work correctly: it will dump a useful amount of heat into the target ship, including when striking shields.'

https://forums.frontier.co.uk/showthread.php?t=163636&page=3&p=3686171#post3686171

This promises to be the first ever buff to a powerplay weapon. It will be interesting to see how significant it proves ... and whether the Pulse Disruptor will ever receive one.
 
What concerns me most about the pulse disruptor is whether or not it affects NPCs. If it is a PVP only weapon, then that makes it particularly useless because 99.99997% of power play is PVE.

If you could play 99.9997% PVP and not spend 99.9996% of the time looking for targets, then maybe the pulse disruptor would make sense.
 
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