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whats the better lazor

Author
zatazon
State War Academy
Caldari State
#1 - 2012-01-01 22:48:23 UTC  |  Edited by: zatazon
Ok so are beam lazors or pulse lazors better?

edit: Ok I guess i Should expand, I just made an amarr toon and am wonder what has a more practical application to PvE and PvP. Is one of the laser types the all around better is it situational depended. So ya thanks for any constructive info.
Chung Ju-yung
Doomheim
#2 - 2012-01-01 22:55:47 UTC
While beams give you tachs and tachyons are amazing (for pve at least, haven't used them in pvp), pulses are more practical on most amarrian ships, the pvp weapon of choice, and sorch gives them more than enough range to be effective at both. T2 pulses first, then beams.
zatazon
State War Academy
Caldari State
#3 - 2012-01-01 22:58:41 UTC
Awesome thank you very much, that is pretty much exactly what i was looking for.
Lunkwill Khashour
Ministry of War
Amarr Empire
#4 - 2012-01-01 23:05:30 UTC
The general rule for PVE is:
beams until you get to tech II weapons, then pulse with scorch. You don't ever need tech II beams, faction/named tachs are good enough as 'end game PVE weapon'.
For PVP, I'ld say:
use autocannons until you get to tech II weapons, then pulse with scorch.
zatazon
State War Academy
Caldari State
#5 - 2012-01-01 23:14:49 UTC
This toon will is starting out as extra dps for my mission running, and I may eventually evolve him into a PvP toon not sure yet.
RubyPorto
RubysRhymes
#6 - 2012-01-02 05:42:43 UTC
PvE = Faction Tachs are teh SexXx on a NM

PvP = T2 Pulse (on a close in Brawler fit you might be able to get away with t1 if you can stay in Multi range). Maybe Beams on a Cruiser or Frig for specialized stuffs.


Just rules of thumb.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Tallianna Avenkarde
Pyre of Gods
#7 - 2012-01-02 17:49:52 UTC
I'm having wet dreams over a T2 tach oracle sniper....

And a sudden plunge in the sullen swell. Ten fathoms deep on the road to hell.

Shinoe DeValo
Albidus Corvus
#8 - 2012-01-03 09:38:05 UTC
Lunkwill Khashour wrote:
The general rule for PVE is:
beams until you get to tech II weapons, then pulse with scorch. You don't ever need tech II beams, faction/named tachs are good enough as 'end game PVE weapon'.
For PVP, I'ld say:
use autocannons until you get to tech II weapons, then pulse with scorch.


this.

but: for a NM you will want those t2 tachs with the extra 8% (10% eventually) dmg from the laser-spec in the end.

first of all, this does quite a lot to the overall damage and with the NM we're talking about a lot damage from the start and you do not have fitting issues even with AWU 4.

then, t2 tachs are cheaper and you're not the biggest gank-magnet around.

in priciple, beam lasors are something like the railguns/arties of energy weaponry, so they deal a good amount of damage over a long range but have less tracking and slower RoF.

pulse on the other hand are short(er) ranged with better tracking and faster RoF. Also, pulse lasers do require a lot less PG than their beam-counterpats, so the t2-pulses are way easier to fit and as has been said, with scorch they also provide very nice range and damage.