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EVE New Citizens Q&A

 
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Laser Questions

Author
Vorin Tas
Imperial Academy
Amarr Empire
#1 - 2012-03-13 23:16:49 UTC
Apologies for the newbie question in advance - I spent some time searching the forums and reading the Evelopedia but couldn't find an answer.

I'm trying to understand Pulse vs Beam lasers and which type I should use on my ship. I have very low skill points and am currently flying a Punisher running some L1 missions. Which type of laser is better for me?

I found several threads stating that pulse lasers are better than beams once I get to T2 but that is a long way off for me. I've also tried to look at the stats for the different types of lasers but I am quickly getting confused with all of the numbers.

Along those lines, which crystal is better?

Any help is appreciated Smile
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2012-03-13 23:27:33 UTC  |  Edited by: J'Poll
Biggest difference:

Beam = long range, slow tracking, low RoF, high damage / shot
Pulse = short range, fast tracking, high RoF, low damage / shot.

A lot of info can be found on the following website, just go to the Energy turret part, that explains how lasers work.
It also explains what each crystals does in line of damage types, range bonus etc.
Keep in mind with laser crystals: T1 crystals last forever, faction and T2 will break eventually (1000+ shots)

http://wiki.eveonline.com/en/wiki/Weapons_guide#Energy_Turrets

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Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2012-03-14 00:30:49 UTC  |  Edited by: Tau Cabalander
There are two common strategies:
* Use short range and high damage weapons (lasers = pulse) to get in their face.
* Use long range but lower damage weapons (lasers = beam) to hit them from outside their weapon range.

With turrets, you typically carry 3 types of ammo: shortest range, medium range, longest range.

With lasers that means at least: multifrequency, standard, and radio. Lasers have a really short falloff though, so you may want to carry more than that based on your preferred attack range, which will always be optimal or less.

Short range multifreqency does the most damage. It does both EM and thermal damage. Long range radio does the least amount of damage, and only does EM damage. The shorter the range of the crystal, the more thermal damage it does.

Punishers also work great with autoCannons (projectiles). Projectiles are widely considered to be optional on ships without a damage bonus for a specific type of weapon. They also don't use any capacitor, so it can be used to improve tanking. True Amarrians would consider this blasphemy though.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#4 - 2012-03-14 01:27:54 UTC
Erm, lasers actually have really long optimal ranges, in fact pulse lasers have the longest optimal range of all the close range turrets.

Also 200mm autocannons is the way forwards on punishers.
Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2012-03-14 19:29:06 UTC
Vimsy Vortis wrote:
Erm, lasers actually have really long optimal ranges, in fact pulse lasers have the longest optimal range of all the close range turrets.

Also 200mm autocannons is the way forwards on punishers.

Oops. I meant falloff.
Thgil Goldcore
Ministry of War
Amarr Empire
#6 - 2012-03-14 20:50:18 UTC
The major strength of lasers is there is no reload time for switching crystals. This is why lasers are extremely versitile, like others said there are different range crystals, when engaging at long range you can switch to a long range crystal and vice versa with close range.

Generally speaking i find for rookie pilots pulse is the way to go, mostly because you really dont need to worry much about tracking, which is confusing to get your head around to start out with.

http://eve.battleclinic.com/loadout/59433-Rookie-Mission-Punisher.html

something like this is a great start to get to know how to run things.

happy hunting and good luck. If you have any further questions feel free to add me as a contact if you work outta amarr space. Perhaps I can show you the ropes sometime.