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Use efficient weapon engineering to make them more thermal efficient. You can also use a thermal vent special effect on beams, to keep them not too hot, as long as you hit the target.
Very slightly. It's like less than a 2% difference, I think. But in practice, I feel like gimballed bursts miss more and they end up being less efficient. I'd probably use bursts over pulse if I were going fixed, though, and I don't know enough about accuracy on turret tracking to speak on how they compare there.
Pulse - least heat.
Burst - best Energy vs. Damage; little more heat
Beam - best DPS, high energy consumption, most heat.
I find beams the least accurate when gimballed, and you need time on target to do considerable damage. Bursts are the opposite, deal their damage quick and are great for smaller targets, whereas pulse are kind of the jack of all trades. They don't excel anywhere, but don't have any range they do ♥♥♥♥♥ at either.
Beams are always just a smidge less armor pen than bursts or pulses
Focused pulses are great for hull, efficient beams are good against shields
Bursts? In between
Unless it's a huge beam - then you're vaporizing hulls with 60 Pen
However, its not like a global rule of mine, and i do use pulses or bursts on some builds.
In terms of stock damages - a beam will out Damage a burst or pulse, any day of the weak - the same time on target, does allow it to strike at the same level of damages, BUT from shorter ranges - falloff on a Beam is 600 meters - as is all laser weaponry
In terms of damage Per megajoule of energy, then- burst becomes king - if you have the power to support a burst, it will usually pull ahead in joules of energy spent, BUT! at the cost of more heat per shot, you'll need a more efficient craft, to output the same damage beams will be doing, with a burst / plus ammo setup - heat dissipation is the key.
But, the bigger way burst pulls ahead - is in the engineer EFFECT department - burst lasers excell at applying the effects of Scrable Spectrum, and Phasing Sequence - so if you end up modding with lasers in mind, bursts will allow you to apply the effects on a laser, much better than a pulse will of the same class.
(25% chance per strike, means a burst gets 25% X3 - per shot delivered)
In terms of the jitter, to correct you @Heartbreak One - a burst Will dance like a pulse will - but no, the consequent burst, will strike in the same place, unless the ship is moving - then the burst will be striking along the path of the ship - the jitter of the gun only has a play on where the burst strikes if the laser has the kinetic impact modification - (space shotgun burst laser mode engage!)
Otherwise, no, on a standstill target, the burst will hit in the same place, every time.
AP, is the same for both Pulse and Burst at 35 for medium sizes - less damage PER individual shot, with less damage STILL for the full burst, but for less energy per second, with less heat total-but more heat buildup
It is like the case between an Imperial Hammer - and a Railgun - same rules there as well - if that makes any form of sense.
Pulse and Burst have a 500m fallofff.
If you can't get simple numbers right the rest of the short story becomes redundant.
Pulses are also better for mods that increase power or distributor draw - like focused or long range