WEAPONS: Engineering - Burst Laser And Pulse Laser - #00040
This little essay will tell you everything essential for engineering burst- and pulse-lasers. Both lasers in one as most modifications and effect apply to both lasers and both lasers are quite similar.
Burst and Pulse both run quite cool (burst laser about 50% hotter), both are impulse lasers with the burst laser just doing multi-pulses.
Burst lasers are allrounders and provide a bit more damage potential per second. Their power draw - damage adjusted - is on pulse laser level. If you 'just need a laser' or if you 'want some alround weapon without ammo', go for the burst laser.
If you're using 'fixed' instead of gimball or turret as an aiming method, consider using pulse lasers as these are easier to use in fixed mode. The intermittent bursts of the burst laser (sic!) can be a handful, especially for beginners.
These modifications are available for both lasers, burst and pulse:
Increase efficiency of burst- and pulse-lasers in several ways at once:
+ Only positive effects
- Doesn't improve range
The 'efficient' laser mod is the most popular.
It eases the pain on your power distributor with up to 45% less load on it.
It maximizes damage inflicted on your enemy with up to 24% more damage per second.
It allows for more options regarding your power plant with up to 48% less power draw.
It runs way cooler after modifying your laser with up to 60% less heat generated.
This modification is a wonderful thing for ships that don't rely on larger distances in fights. Ships that can 'hug' the enemy and usually got smaller power distributors than their less agile, bigger counterparts.
Use it on smaller, faster ships or fast medium sized combat vessels.
Do not use it on slow ships like the Anaconda, the Federal Corvette or similar. You will rarely be in a position to use its potential as your lasers keep their falloff range of 600m, which makes the lasers inefficient at 1000m and more.
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