Engineers What's the best upgrade for pulse lasers?

Oh definitely, those CZ ships are pretty stacked.(btw candecama is a great place to get combat ship drops, I found its almost all asp explorers, which can be tough, but there's not a lot of anacondas/pythons/corvettes running around that can mess you up quick if you get ganged up on).

I guess what I meant was , the jitter is less of an issue on large ships with a lot of firepower, than on something smaller that relies on targeting modules for taking down bigger ships. With these shield booster and HRP/armor mods now, it's almost hard to get destroyed by anything, unless your really being careless, my shields hardly ever drop anymore, and when they do the modded hrps/armor stand up tall.
Yes, that's true to some extent, especially if you overcharge weapons that are not used to shoot hull anyway (like corvette's small/medium hardpoints). The only issue here is that it will be also harder to hit small ships with this weapons.
 
anyone know how much is the chance for module malfunctioning with scrambled spectrum?

also does thermal shock actually increase damage?
 
Yes, that's true to some extent, especially if you overcharge weapons that are not used to shoot hull anyway (like corvette's small/medium hardpoints). The only issue here is that it will be also harder to hit small ships with this weapons.

It is really cool, all the different weapon mod combinations we can try for our ships to see which one works the best. It's a shame we can't take one modded one off and store it, I guess we can switch it to another ship to store it. That's why I didn't go all overcharged pulse lasers, I have two mediums that are efficient and two large overcharged all on one trigger on my python, I haven't had any issue hitting small ships. I'll probably play around with different mod combos, to see which ones work the best. It will probably vary from ship to ship as well. I'm not even trying for any of those special effects yet, I'll wait for the "favors" to come out.
 
Long range weapon may be worth it if you regularly find yourself shooting enemies 1 km away or more.
I think you are wrong about overcharged weapon for pulse lasers. Grade 3 will give you 15-38% more damage at the cost of 35-70% more distributor draw. It seems like a lot, but going to beams from pulses will give you 30% more damage at the cost of something like 500% more distributor draw. Overcharged basically turns your pulses into beams without the crazy distributor draw (though it is still increased). I think it may be worth it.

Ok, it's not as bad as a beam laser, if you apply it to a fixed pulse laser it takes it down to around the DPE of a gimballed...

https://forums.frontier.co.uk/showt...-Values-Test-Results-(Stage-1-%96-Shield-DPS)

C3 Fixed Pulse DPS = 21.62, DPE = 7.56

Level 3 mean Overcharged DPS improvement = 126.5%, Mean drain increase = 152.5%

New DPE of modded weapon = (126.5/152.5) * 7.56 = 6.27
New DPS of modded weapon = 21.62 * 1.265 = 27.34

For reference a standard C3 Fixed beam DPS is 30.33, DPE = 5.37

So the overcharged weapon is still a bit more efficient than a beam.... but it's not exactly amazing.. Also, that's the mean, if you roll the highest DPS on your level 3 upgrade you get something very close indeed to a beam laser...

EDIT: And what about a C3F Burst laser? DPS=24.97, DPE = 7.09 New conclusion, don't bother downgrading your pulse laser with OC 3, just buy a burst laser which has almost the same damage but is quite a bit more efficient.
 
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anyone know how much is the chance for module malfunctioning with scrambled spectrum?

also does thermal shock actually increase damage?
1) have no idea. 2) Thermal shock actually DECREASE damage for 25%. So if you have fix Beam 4 class with thermal shock, that mean this beam will deal 25% less damage because of this effect. It is all in stats.
 
focus weapon, because its rank 4 mod, you gain armor penetration(less penalty for shooting big ships), the range increase,more dps because the damage dropoff point is pushed further.

Overcharged has jitter, and jitter is terrible, since there is no rank 5 mod yet avoid overcharged 1-4 mods.
 
I was about to open a toung-in-cheek post about how "The Dweller" messed up my level 1 upgraded 'overcharged' pulse laser. (Yea, I am indeed approaching it slow and steady!)

Really, this upgrade was useless! There might have been a small theoretical increas in DPS, but this would imply that I would be able to actually hit my target! The jitter was really so bad that I finally got rid of my upgraded weapon and outfitted the vanilla version again.

So, you guys say that grade 3 and upwards are worth the effort? Is grade 2 still worth bothering or should I skip this upgrade too, in order to avoid further frustration?
 
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So, you guys say that grade 3 and upwards are worth the effort? Is grade 2 still worth bothering or should I skip this upgrade too, in order to avoid further frustration?

Like Tomalus says, avoid overcharged 1-4 I'd say.. You'll only get something akin to a burst laser and if you buy a burst laser you don't have jitter...

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no , one of the side effects was 2% less dps

Yes, overall less DPS, but damage also drops off over range, so in principle the weapon might do more damage at medium distance because all the ranges get pushed out not just the max range.
 
Like Tomalus says, avoid overcharged 1-4 I'd say.. You'll only get something akin to a burst laser and if you buy a burst laser you don't have.

I see. The problem is: I've outfitted the gimballed pulse laser in my Vulture solely due to power restrictions (I would have very much preferred the fixed variant). As far as I remember (please correct me if I am wrong), the 'overcharged' modifiction doesn't increase the power drain from the plant (it does, of course, increase the drain from the capacitor).
So, with the modification, I will be able to increase my damage output without going for the (unreachable) burst laser.
 
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I see. The problem is: I've outfitted the gimballed pulse laser in my Vulture solely due to power restrictions (I would have very much preferred the fixed variant). As far as I remember (please correct me if I am wrong), the 'overcharged' modifiction doesn't increase the power drain from the plant (it does, of course, increase the drain from the capacitor).
So, with the modification, I will be able to increase my damage output without going for the (unreachable) burst laser.

Yes that's correct, I guess that is one thing that upgrade does give you. It gives you something like a burst laser which is a bit less efficient on capacitor but uses less power plan power. I'd have thought on a Vulture your first port of call would be the overcharged power plant mod, after that you might not be so worried about power plant power.
 
Well, overcharged doesn't look too good for pulse lasers, check the analysis in the OP.
You are right that the lvl 3 overcharged is not good. However lvl 4 is useful. That is why I am working on getting access to tarquin. It's pretty easy as you can just sell commodities to get through the 2 engineers you have to go through for Broo.
 
I see. The problem is: I've outfitted the gimballed pulse laser in my Vulture solely due to power restrictions (I would have very much preferred the fixed variant). As far as I remember (please correct me if I am wrong), the 'overcharged' modifiction doesn't increase the power drain from the plant (it does, of course, increase the drain from the capacitor).
So, with the modification, I will be able to increase my damage output without going for the (unreachable) burst laser.
You also have the option of fitting a fixed pulse, then applying the efficient weapon mod to bring its power draw to a level you can handle (or just modding the powerplant to get more juice).
 
I use efficient, it means I can keep only two pips to weapons and keep my distributor fully charged, gives me a lot more options.
 
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