Elite: Dangerous PvE - Mobius. I am like, what the fuck? How is this possible? The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! With your budget, I'd choose Cobra for multipurpose or Viper III for combat. Short Range Bursts being the only one that can up the dmg for beams, but it's useless in most cases, because for a 10 ~ 20% DPS gain you have to sacrifice more than 50% of range, which is totally out of proportion to a point that almost all of the time it won't be an upgrade at all, because for lasers the damage normally start to fall off farther than 500m, when there's 0% dmg at 3000m, now it will fall off starting at 250m, and at 700~1000m it's already half the damage. Beams will eat your WEP too quickly. Any recommendation which works best for turrets? I'm sure I'll get to grips with it when I find an engineer. So, if you want to have highest possible DPS with lasers, go for level 5 overcharged bursts. Pulses are the most efficient and least damaging, followed by burst, then beams in lessening degrees of efficiency but increasing damage. New comments cannot be posted and votes cannot be cast, More posts from the EliteDangerous community. Burst lasers are the weird middle child. I have 281,635 CR. Problem is that the damage of Pulse lasers is spreaded into time too much. But then, ships with good Power Distributor could sustain Beams for longer times which could damage the enemy ships in much shorter period of time. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub!

All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Elite Dangerous > General Discussions > Topic Details. I use to run straight burst on those with the multi's till I upgraded the capacitor. All trademarks are property of their respective owners in the US and other countries. How come my large beam laser is doing only slightly more DPS than a puny class 1 burst laser (on shield at least)? Press question mark to learn the rest of the keyboard shortcuts, RAWEN-WOLF -- Freelance Bounty Hunter, Ship Collector. By using our Services or clicking I agree, you agree to our use of cookies. Put 3 beams on the C3 python hardpoints. I generally just go for a combination of pulse and multicannons, beams need to be engineered, and bursts have just never lived up to their description. Beam lasers have a lower DPS than Burst because of their heat profile, they need to cool down longer between firing. Stillkill. Beams obviously do the most overall damage but consume the most power / produce the most heat with burst somewhere in-between. They supposedly have the best damage per energy, but I can't think of any builds where that'd be more useful than beams or pulses. If you fly a ship that can ALWAYS stick the opponent to your face then yeah, you might find it sort of useful. A pair of beams can fire about 5s. Pulse -- most efficent in terms of power consuption, Burst -- decent balance between damage and power higher penetration as a bonus, Beam -- High damage to shields , power hungry and heat up like crazy, EDIT: pulse and burst lasers have higher pen.
(besides the obvious, of course). Damage per minute vs damage per second? Surely damage per minute is just damage per second * 60? I personally went with the adder as it was cheap and I wanted to haul more cargo, I liked it. Burst lasers are your semi-automatic or short burst weapon. The Cobra Mk3 is a great early, all purpose ship. They're the more general all around laser weapon. I have my distributor upgraded and efficient mods on the beams. In the Beta I put the efficiency mod on my bursts and used the weapon capacitor recharge rate increase mod...ended up being able to fire four bursts on the FDL continuously with 3 pips to weapons; when you're not capacitor limited pulse are no longer the best weapon. On almost every res site bh ship I've used its been turreted bursts and gimballed multis (separate fire buttons), rarely have to deal with overheating (big beam laser issue) and feel like i get decent hull damage (problem with pulses i feel). They're good for taking down small ships quickly, or on ships with lots of distributor capacity. Beam lasers give the best burst DPS, but run out of puff very quickly. Burst is a 3 round burst, pulse is single fire. Although a lot of people already commented on the spike damage and sustained damage as factors of choosing beams vs pulses, something in 2.1 need to be taken into account as well. For my Vulture, I tend to use a tier 3 beam laser and a tier 3 gimballed multicannon. But what of the different types of laser? Pulse delivers the most damage per shot, generates the least heat, and consumes the least power. That level of damage up close is ridiculous, though with 3 degree of jitter it's like it is always affected by chaff, so 500m away you can't hit shit. Burst -- decent balance between damage and power higher penetration as a bonus. 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 Yeah, you get a couple more points of DPS/second, but not by much, and it doesn't have that nifty Phasing ability that Burst … Generally it is considered that Beam is better than Burst which is better than Pulse... TL;DR they depend on how you use them, burst is more generally effective but pulse and beam have situation advantages. Is there a way to get better thermal efficiency? The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! The weapon in-game info doesn't say anything about bursts having the best penetration. Pulse lasers are your bolt action weapon. You can do with one beam, and for roughly the same power and capacitor consumption as you can do with 2 pulses. I have the best power plant and power distributor I can get for my ship. Even FAS kills were a pain. That is beams essentially have no +DPS Engineer modifications, while you can do level 4 overcharge (up to around +80% DPS) to pulses, and level 5 overcharge (up to almost +100% DPS) to bursts. Side question: Which ship should I buy next? if you go to edshipyard on your right there is a box which states the % of recharge with your load out and pips. Generally because the damage/power expended ratio is better for a pulse laser I believe. Until I compare a Level 4 Long Range Thermal Shock class THREE Beam laser with only 13.6 DPS, with a Level 5 Overcharged No Experimental class ONE Burst laser with 12.6 DPS.

Problem is that the damage of Pulse lasers is spreaded into time too much. With sidewinder I would go for bursts at most. Beams are your full-auto weapon with a complicated magazine that takes ages to reload.

If you save up, go for the cobra. By using our Services or clicking I agree, you agree to our use of cookies. Please can anyone explain the pros and cons of Burst laser vs pulse laser vs beam laser. Distro drains super fast. Elite Dangerous. They're good if you do a lot of silent running or like to place shots (e.g.

They're the more general all around laser weapon. Just to add to what everyone else has said: Depends on your set up. I think the real question of beam / pulse / burst, comes down to when you start to engineer them all. I'm not understanding how these are different. New comments cannot be posted and votes cannot be cast, More posts from the EliteDangerous community. Pvp where a lot of the time you may not be firing on your opponent, beams are better. Thank you, even though I have no idea what some of this means. Burst is the ideal compromise between quick damage and capacity.

Nov 2, 2017 @ 4:00pm Pulse Laser vs beam vs burst What are the differences between these types of lasers? What would you slap on a Vulture with gimbals? Mobius, the dedicated Player vs Environment group in Elite: Dangerous, Postby Orochimaru » Thu May 11, 2017 6:28 am, Postby X3N0D3ATH » Thu May 11, 2017 6:43 am, Postby Sevin Church » Thu May 11, 2017 7:49 am, Postby Lanceor » Thu May 11, 2017 7:51 am, Postby Orochimaru » Thu May 11, 2017 7:55 am, Postby JohnLuke » Thu May 11, 2017 11:08 am, Postby TorTorden » Thu May 11, 2017 9:59 pm, Postby Orochimaru » Sat May 13, 2017 4:46 am, Users browsing this forum: No registered users and 2 guests, Community Support for the game and it's features, //"ye meet orochi crazy ass vulture pilot" ^^.
For sheilds, than everything else is balastic for the hull. So by going 1 beam instead of 2 pulses you free up a hardpoint slot for something else. If you are using a weapons setup with several missile or other nonlaser hardpoints than beam is pretty good. Beams will eat your WEP too quickly. The cost of beams should make them quite a bit better but they are not. There's something I'm missing.


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