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Advantages of lasers both beam and pulse.

Author
Steven Alfrir
Republic University
Minmatar Republic
#1 - 2013-11-27 05:01:36 UTC  |  Edited by: Steven Alfrir
Hi all,
Just a question what are the advantages of lasers both beam and pulse over projectiles,hybrids(rail guns and blasters),missiles.torpedo's and bombs?
I'm asking this because I've read about the drawbacks of lasers mainly being power-hungry and directly draining your ship's capacitor.

I like crazy plans

Caleidascope
Republic Military School
Minmatar Republic
#2 - 2013-11-27 05:39:01 UTC
http://wiki.eveuniversity.org/Damage_Dealing_101#Laser_Turrets_.28Amarr.29

Life is short and dinner time is chancy

Eat dessert first!

Riot Girl
You'll Cowards Don't Even Smoke Crack
#3 - 2013-11-27 05:57:59 UTC
Long Optimal, low ammo consumption, look cool.
Kahega Amielden
Rifterlings
#4 - 2013-11-27 06:17:30 UTC
Pulses have the longest optimal range of any short range weapon system, giving them damage projection out to ranges otherwise reserved for long-range weapons. They also deal almost as much damage as blasters without the crippling range penalties. Pulses do, however, have bad tracking compared to autos and blasters

Beams conversely have the lowest optimal range but highest damage and tracking of any long range weapon system.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#5 - 2013-11-27 06:28:20 UTC
Lasers also don't use ammo (or in the case of TII, use very very little ammo), can switch crystals instantly, and never need to reload. This makes them good for extended periods of structure shooting, or for operating in hostile space where you might not have access to stations to resupply.
Kagura Nikon
Native Freshfood
Minmatar Republic
#6 - 2013-11-27 09:02:06 UTC
Steven Alfrir wrote:
Hi all,
Just a question what are the advantages of lasers both beam and pulse over projectiles,hybrids(rail guns and blasters),missiles.torpedo's and bombs?
I'm asking this because I've read about the drawbacks of lasers mainly being power-hungry and directly draining your ship's capacitor.



They are the most powerful weapons in game on damage projection. That is not as relevant in smaller ships, but its very relevant in battleships for example. Unfortunteately the armageddon was transformed from the wonderful laser boat of doom in s "horrible hing made of OP juice and fail style at same time).

"If brute force does not solve your problem....  then you are  surely not using enough!"

Jacob Holland
Weyland-Vulcan Industries
#7 - 2013-11-27 09:31:52 UTC
Try this.

Not a bad comparrison of the various systems.
The Djego
Hellequin Inc.
#8 - 2013-11-27 12:16:01 UTC
In general:

- instant ammo switches(1-2s given realistic lag)
- optimal scaling, throw in locus rigs and TCs and you see immense ranges on the hulls compared to her counterparts
- most cost effective ammunition in game, 1M gives you 4k ammo -> that is 1/4 of the price of other faction ammos
- smallest ammo -> my NM can carry 200k ammo without using much cargo at all(up to 4k per m²)
- highest effective tracking at her respective ranges(rarely falloff penalty's) what makes them quickly out damage other turrets at range
- while EM damage is often stated as a disadvantage, it is more often then not the lowest resist on shield tanks, T2 ships or in fleet fights
- even in pve where EM might be often not optimal the high tracking at range and higher base dps often make up for damage type disadvantages and except elite cruisers and high end BS, resistances hardly matters in the volley count -> my navy apoc with 1200 dps can 2 volley a angel BC at 30km with conflagration just the same way as my mach can do it with Fusion
- best mix of tracking, damage and range of all turrets if you ignore extreme close range(sub 5km) or extreme long range(over 180km)

Puls:

- highest optimal of all short range weapon systems, biggest range windows where you do max damage
- nearly blaster dps with very good range
- only weapon system that can imitate sniper setups with close range guns on hulls with a optimal bonus(50km+ range with medium guns, 100km with large guns)
- Scorch -> high dps at extreme ranges since it fully scales with optimal range bonuses and modules that increase it

Beam:
- highest tracking and dps of all long range guns
- lowest range in theory, but between optimal bonuses on the hulls and Tachs it is more or less the same range outside of 150km+ sniping
- Tachyons provide a oversized long range turret option giving you nearly the dps of a close range fitting at medium range
- very good alpha with good rof, reducing the dps loss from to much alpha(like on artillery) while having enough to kill many stuff in just one volley

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread