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The PLR Pulse fires a rapid stream of blue-green bolts, which splash into blue explosions on impact - damage falls off sharply after maximum effective range, so you'll need something fast enough to get into close-mid range. If it's too far, often I find it just shows a zero for weapon effectivess, I usually try to get it above 80 before opening fire with the repeater. It doesn't do a lot of damage, but what it does do is *stagger* damage, and vulnerable to being crashed.
If you're doing all that, and it's simply not hitting anything despite being within effective range, <shrug>, could be a bug? Next time it happens in a round, find it in the replay, hit ESC, and if you want you can use the "Send Feedback" button to file an automated bug-report-with-screenshot-and-savefile.
It stinks if you've got something weird breaking the weapon, hope you can get it working soon :-(
Curve is the long range one that doesn't work very well IMO. It misses a lot and the damage is very low.
Pulse is ok. It more or less functions like an AR.
The launcher, PLA Charge, is the one that is very good... but very dangerous. The projectile homes. It moves slowly. It has an INSANE explosion radius and it has GREAT concussion potential. If you want to take out a bunch of pilots at once, that's your gun. Watch the friendly fire though.
the curve is far less user friendly but when it hits it seems to work similar to the pulse in just making things crash