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blankseplocked Pulse or Beam Lasers?
 
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Aesiron
Amarr
Deep Excavation
Army of Dark Shadows
Posted - 2011.08.26 11:07:00 - [1]
 

Hi. Currently running a Harbinger for level 3 mission and I am wondering whether to get Pulse Lasers or Beam Lasers.

And please say why, thanks.


Aamrr
Posted - 2011.08.26 11:12:00 - [2]
 

Edited by: Aamrr on 26/08/2011 11:13:40
Pulses don't have adequate range unless you use long range crystals. T1 long-range crystals do extremely poor damage. Scorch, however, is amazing.

Use beams until you can get scorch, so you can actually use high damage crystals. Once you get scorch, switch back to pulses so you can get high damage at range with decent tracking.

This is the rule for basically every laser in the game except tachyons. There are about 3 ships which can fit tachyons reasonably. By the time you can afford one of them, you'll know when and why tachyons are attractive.

Edit: Oh, and welcome to Amarrian ships. I'm sorry our weapons are so lackluster. You'll love our advanced ammunition though...

Aesiron
Amarr
Deep Excavation
Army of Dark Shadows
Posted - 2011.08.26 11:19:00 - [3]
 

Edited by: Aesiron on 26/08/2011 11:20:56
Scorch is the purple one right? I think I can get that fairly easily as it is, so I will try putting those with Pulse Lasers.

EDIT: just found out, it's like conflag, it's tech 2 unique. Okay. Until then I will go with beams prob.

Aamrr
Posted - 2011.08.26 11:26:00 - [4]
 

Yup. You got it.

Scorch does damage like faction X-ray at range like Radio, using capacitor like Multifrequency and imposing a modest tracking penalty.

Incidentally, faction crystals are very cheap, relative to other ammunition types. You should look into them as soon as you can afford them.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.08.26 12:33:00 - [5]
 

Originally by: Aamrr


Edit: Oh, and welcome to Amarrian ships. I'm sorry our weapons are so lackluster.


Yeah... no, they aren't.

ROXGenghis
Perkone
Posted - 2011.08.26 13:13:00 - [6]
 

Originally by: Malcanis
Originally by: Aamrr


Edit: Oh, and welcome to Amarrian ships. I'm sorry our weapons are so lackluster.


Yeah... no, they aren't.


I f'ing love the Amarr weapon suite. Lasers, missiles, and drones. Makes me hard, like lumber.

Snarly Pete
Posted - 2011.08.27 04:10:00 - [7]
 

+1 to beams until you can use scorch. scorch is amazing and it essentially the only reason anyone uses lasers given the limited damage types and cap use.

Alexa Akiga
Posted - 2011.08.27 04:10:00 - [8]
 

Originally by: Malcanis
Originally by: Aamrr


Edit: Oh, and welcome to Amarrian ships. I'm sorry our weapons are so lackluster.


Yeah... no, they aren't.


Amarr weapons are some of the ****tiest in game. If not for scorch they would be total garbage.

Awful damage against non shield tanks (em therm), pulses have the worst tracking of all the close range weapons, ridiculous cap use (any amarr ship is made into a paper weight when neuted), beams have mediocre damage, massive cap use, horrid tracking, ridiculous fitting requirements. The only thing good about amarr weapons is scorch. End of story.

Demon Azrakel
Gallente
Defiant..
Narwhals Ate My Duck
Posted - 2011.08.27 04:18:00 - [9]
 

Originally by: Alexa Akiga
Originally by: Malcanis
Originally by: Aamrr


Edit: Oh, and welcome to Amarrian ships. I'm sorry our weapons are so lackluster.


Yeah... no, they aren't.


Amarr weapons are some of the ****tiest in game. If not for scorch they would be total garbage.

Awful damage against non shield tanks (em therm), pulses have the worst tracking of all the close range weapons, ridiculous cap use (any amarr ship is made into a paper weight when neuted), beams have mediocre damage, massive cap use, horrid tracking, ridiculous fitting requirements. The only thing good about amarr weapons is scorch. End of story.


*cough* hybrids *cough*

Mimnitar have it really good subcap-wise these days...

Pulses have fine tracking givin their optimal range, at least you can fit proper weapons on your ships (you get the powergrid to help you; see thorax with 1600 vs ruppy with 1600... ruppy wins at thorax optimal because it can also fit a mwd + 425s while the thorax is stuck with electrons...)

also, lolrails...

Zattakar
Amarr
DaVinci Inc
Posted - 2011.08.28 00:49:00 - [10]
 

Dont waste time training beams. You will get so much more mileage out of pulses.

Aamrr
Posted - 2011.08.28 01:08:00 - [11]
 

Originally by: Zattakar
Dont waste time training beams. You will get so much more mileage out of pulses.


Agreed. Or perhaps it would be more accurate to say "Don't train beams specifically." Tier-1 beam lasers are perfectly usable when you compare them to Tier-1 pulse lasers. Conveniently, they even use the same skills.

Train for pulse lasers, but put the general "affects all laser skills" stuff first, so that both beam and pulse lasers benefit.

Aamrr
Posted - 2011.08.28 01:11:00 - [12]
 

Edited by: Aamrr on 28/08/2011 01:12:21
Originally by: Demon Azrakel
Originally by: Alexa Akiga

Amarr weapons are some of the ****tiest in game. If not for scorch they would be total garbage.

Awful damage against non shield tanks (em therm), pulses have the worst tracking of all the close range weapons, ridiculous cap use (any amarr ship is made into a paper weight when neuted), beams have mediocre damage, massive cap use, horrid tracking, ridiculous fitting requirements. The only thing good about amarr weapons is scorch. End of story.


*cough* hybrids *cough*

Mimnitar have it really good subcap-wise these days...

Pulses have fine tracking givin their optimal range, at least you can fit proper weapons on your ships (you get the powergrid to help you; see thorax with 1600 vs ruppy with 1600... ruppy wins at thorax optimal because it can also fit a mwd + 425s while the thorax is stuck with electrons...)

also, lolrails...


Good points on both sides of this argument. If you ignore scorch, lasers look pathetic compared to autocannons. But at least they're not hybrids. This is why I called them "lackluster" rather than some of the phrases people have been reserving for the various hybrid threads. Rolling Eyes

Sader Rykane
Amarr
The Dark Space Initiative
Revival Of The Talocan Empire
Posted - 2011.08.28 08:21:00 - [13]
 

When it comes to Level 3 missions in a harbinger Beams > Pulses in all cases even after you can use scorch.

There's a really simple reason why.


[Harbinger, Level 3 - Pulse]
Medium Armor Repairer II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Cap Recharger II
Cap Recharger II
10MN Afterburner II
Fleeting Propulsion Inhibitor I

Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
[empty high slot]

Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Pulse Stats:

Cap Stable
Tank: 167 (Kin/ Therm)

Max Range DPS: 453 Max DPS @ 23 + 5 Range (Scorch)
Max DPS: 568 DPS @ 7.5 + 5 Range (Imp Navy MF)



Hobgoblin II x5
Warrior II x5



[Harbinger, Level 3 Beam Harb]
Medium Armor Repairer II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Fleeting Propulsion Inhibitor I
10MN Afterburner II
Cap Recharger II
Cap Recharger II

Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
[empty high slot]

Medium Ancillary Current Router I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I


Hobgoblin II x5
Warrior II x5


Beam Stats:

Cap Lasts ~ 5 mins 49 seconds (My skills)
Tank: 104/145 (Kin/ Therm)

Max Range DPS: 288 DPS @ 54 + 10 Range (Aurora)
Max DPS: 497 DPS @ 15+10 (Imp Navy MF


While on paper the beam Harb does less DPS it's engagement envelope is much larger than the pulse Harbinger with a max range of nearly 40km farther than the pulse harb. In most missions you will be able to effectively kill most ships (frigates especially) long before they can get into the range for a pulse harbinger to do its maximum DPS. Not to mention that the beam harbs lowest range / highest dps crystal is essentially Scorch anyway.


 

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