Which Termal Weapon Has Highest DPH (Dmg/Heat)?

Hi!

So I recently purchased a Viper and noticed that my damage was very bad. Probably because I'm using 2 burst and 2 pulse lasers. But even with a good power distributor, I reach maximum heat with those weapons, leading me to think that higher damage thermal weapons will only lead to faster heat gain and in turn less damage/heat. Am I wrong?

What thermal weapons are best to be used, have best damage / heat, when in a Viper using 2 medium and 2 small hardpoints?
 
I'm not 100% on this, but I think the most efficient (damage per heat) thermal weapon is the fixed pulse laser. The burst and beam lasers do more damage, but at the cost of disproportionately more heat.
 
Hi!

So I recently purchased a Viper and noticed that my damage was very bad. Probably because I'm using 2 burst and 2 pulse lasers. But even with a good power distributor, I reach maximum heat with those weapons, leading me to think that higher damage thermal weapons will only lead to faster heat gain and in turn less damage/heat. Am I wrong?

What thermal weapons are best to be used, have best damage / heat, when in a Viper using 2 medium and 2 small hardpoints?

I use 2 beam on the small hard points, and 2 multi cannons on the medium ones. I use the beams to drop the shields and then the multi's and beams against the hull. With 4 pips to weapons, I can hold the triggers and wipe out anything smaller than a cobra before it over heats.
 
Fixed Pulse Lasers are the most heat-efficient laser weapon, as well as iirc the most energy-efficient. They also have the lowest DPS (though bursts are still very close to them in every category besides energy cost).

The thing about building for pure heat efficiency (unless you're running Kinetics alongside lasers which I personally prefer not to do) is that you need to be expecting to face your target and keep firing for long enough sustained times to nearly run them out of juice in order for it to really beat out higher DPS/higher heat weapons in terms of total damage efficiency. That's often very do-able against large slow AI pilots like Dropships or Anacondas and would be a perfectly valid choice (especially since Pulse has great armor penetration to deal damage to their power plant), but when dogfighting ships closer to your own size, at some point the AI or a player can be expected to boost or otherwise maneuver themselves out of your firing point (or firing cone, if you're wasting the Viper's incredible hardpoint placements with gimbal weapons), which means time for the heat-heavy weapons to recharge before the next time you sweep them with a huge burst of damage.

Personally, I use 2x Medium Fixed Beam and 2x Small Fixed Pulse. I used to use 4x Beams, but to be honest the damage from the smaller hardpoints is so negligible relative to what the medium hardpoints can deal, even with beams, that I think the main focus of those slots should be towards energy and heat efficiency in order to give your larger guns the most uptime, plus the superior armor penetration of pulse vs beam allows the small pulses to still be able to contribute meaningfully during fights against larger ships. I'd even consider it a reasonable alternative to remove the 2x small guns entirely and only run two powerful Mediums (railguns perhaps?) for the sake of weight and heat and especially power, though I have yet to try that myself.
 
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Struggling to find a good loadout myself. Started with class 2 pulse class 1 multi. Ok swapped over so class 2 multi. This was better but struggling with shields on larger ships. So swapped to two of the 500000 cr class 2 beams and class 1 multi. This was awsome against small stuff and although strip shields of larger stuff the multi useless agsinst. Armour. So now one class 2 500000 cr beam one class 2 multi and 2class 1 multi. First impressions are good but might try swapping class 1 multi to rails. It's hard to get a good balance.
 
I fly an Asp with four small pulse and two medium beam lasers, all gimballed. Lets me take shots whilst maneuvering. Doesn't cost me any ammo, except for the two point defense turrets and a chaff launcher. It does not do enough damage before overheating, an issue I have yet to resolve.
 
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Fixed Pulse Lasers are the most heat-efficient laser weapon, as well as iirc the most energy-efficient. They also have the lowest DPS (though bursts are still very close to them in every category besides energy cost).

The thing about building for pure heat efficiency (unless you're running Kinetics alongside lasers which I personally prefer not to do) is that you need to be expecting to face your target and keep firing for long enough sustained times to nearly run them out of juice in order for it to really beat out higher DPS/higher heat weapons in terms of total damage efficiency. That's often very do-able against large slow AI pilots like Dropships or Anacondas and would be a perfectly valid choice (especially since Pulse has great armor penetration to deal damage to their power plant), but when dogfighting ships closer to your own size, at some point the AI or a player can be expected to boost or otherwise maneuver themselves out of your firing point (or firing cone, if you're wasting the Viper's incredible hardpoint placements with gimbal weapons), which means time for the heat-heavy weapons to recharge before the next time you sweep them with a huge burst of damage.

Personally, I use 2x Medium Fixed Beam and 2x Small Fixed Pulse. I used to use 4x Beams, but to be honest the damage from the smaller hardpoints is so negligible relative to what the medium hardpoints can deal, even with beams, that I think the main focus of those slots should be towards energy and heat efficiency in order to give your larger guns the most uptime, plus the superior armor penetration of pulse vs beam allows the small pulses to still be able to contribute meaningfully during fights against larger ships. I'd even consider it a reasonable alternative to remove the 2x small guns entirely and only run two powerful Mediums (railguns perhaps?) for the sake of weight and heat and especially power, though I have yet to try that myself.

Against NPC I don't bother with fixed. Gimballed so I can focus on not hitting an asteroid instead of worrying where my shot will land. Against humans, sure fixed all the way...
 
I fly an Asp with four small pulse and two medium beam lasers, all gimballed. Lets me take shots whilst maneuvering. Doesn't cost me any ammo, except for the two point defense turrets and a chaff launcher. It does not do enough damage before overheating, an issue I have yet to resolve.
With that much laser, you might be better off switching the medium beams to pulse lasers.
 
I fly an Asp with four small pulse and two medium beam lasers, all gimballed. Lets me take shots whilst maneuvering. Doesn't cost me any ammo, except for the two point defense turrets and a chaff launcher. It does not do enough damage before overheating, an issue I have yet to resolve.

The best loadout I've found on my Asp is 2x medium pulse lasers and 4x small rail guns. The power/thermal supply of the Asp means you can fire the lasers indefinitely and take out anything smaller than another Asp without using the rails. One or two volleys of the rail guns softens up large targets nicely.

Good for PvE and PvP only downside is ammo cost.
 
Fixed Pulse Lasers are the most heat-efficient laser weapon, as well as iirc the most energy-efficient. They also have the lowest DPS (though bursts are still very close to them in every category besides energy cost).

The thing about building for pure heat efficiency (unless you're running Kinetics alongside lasers which I personally prefer not to do) is that you need to be expecting to face your target and keep firing for long enough sustained times to nearly run them out of juice in order for it to really beat out higher DPS/higher heat weapons in terms of total damage efficiency. That's often very do-able against large slow AI pilots like Dropships or Anacondas and would be a perfectly valid choice (especially since Pulse has great armor penetration to deal damage to their power plant), but when dogfighting ships closer to your own size, at some point the AI or a player can be expected to boost or otherwise maneuver themselves out of your firing point (or firing cone, if you're wasting the Viper's incredible hardpoint placements with gimbal weapons), which means time for the heat-heavy weapons to recharge before the next time you sweep them with a huge burst of damage.

Personally, I use 2x Medium Fixed Beam and 2x Small Fixed Pulse. I used to use 4x Beams, but to be honest the damage from the smaller hardpoints is so negligible relative to what the medium hardpoints can deal, even with beams, that I think the main focus of those slots should be towards energy and heat efficiency in order to give your larger guns the most uptime, plus the superior armor penetration of pulse vs beam allows the small pulses to still be able to contribute meaningfully during fights against larger ships. I'd even consider it a reasonable alternative to remove the 2x small guns entirely and only run two powerful Mediums (railguns perhaps?) for the sake of weight and heat and especially power, though I have yet to try that myself.

Thanks for the tips! I'll try this right away! (Assuming I can find the bloody things!)
 
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