Pulse Laser
Pulse Laser | |
---|---|
Type | Main Gun |
Available From | ARG ANT PAR HOP TEL MIN HAT SCA ALI TEM TRI ZYA FRF CUB YAK RIP VIG QUE |
Fitted To | Small and Medium ships |
Role | Anti-Fighter |
Required License | None |
In-game Description
Many experienced pilots fondly remember the affordable and reliable Pulse Laser as their first weapon. Its pin-point accuracy and high projectile speed make it an excellent choice for fighting small and fast targets, handling fragile lockboxes, and for dealing with deployables like mines and lasertowers. Often initially scoffed at for its comparatively low damage output, its slow heat generation and sublime cooling result in a steady stream of disruptive fire, which in turn rewards pilots who can stay on target for an extended period. Faced with larger enemies, the Pulse Laser does not become obsolete as quickly as one might expect. Used in greater numbers, it can still be a formidable choice against frigates and corvettes, though an upgrade to a larger weapon mount may be advisable to maintain a level playing field. The Pulse Laser remains the preferred choice of commanders who favour versatility over optimisation against specific opponents, or who have little trust in the aim of their subordinates.
The technology behind the Pulse Laser is advanced and efficient. Within a shielded chamber, microscopic fragments of matter are superheated and accelerated by a pulsed neodymium laser. The weapon was originally designed by the Ministry of Finance to provide a robust loadout for their escort fleets, without having to invest time and resources into the maintenance of a well-rounded combined arms setup. Over time, and thanks to the Teladi Company's aggressive marketing, it has been adopted as the number one weapon of convenience by all other former members of the Community of Planets.
The Mk2 variant sports a slightly longer burst. This lowers the efficiency of the heat dissipation between bursts and thereby exponentially drives up the cost of the internal shielding, but results in an overall higher damage output.
Tactical Overview
The Pulse Laser stands as the quintessential entry-level weapon, requiring no specific reputation unlocks. It fires in short, relatively accurate bursts, though the dispersion can cause a few shots to miss at a distance. The dispersion is especially noticeable when targeting very small targets like mines and laser towers, as a good number of shots will miss.
The damage output is modest, but he Pulse Laser is very heat efficient and can be fired for a very long time. Overheating is usually not an issue in most engagements. The high projectile speed makes it also very reliable in closer-quarters dogfights.
The Pulse Laser performs best on space superiority fighters, enabling them to hit other fighters reliably. Xenon fighters are prime targets for the Pulse Laser due to their weak protection. But it struggles to deal damage to heavy fighters like Ares and Chimera. Most medium-sized targets can take Pulse Laser fire for quite some time. Anything larger will easily shrug off the damage.
The Pulse Laser will serve you very well as primary weapon for your space superiority fighters.
Advantages:
- Cheap to buy and produce
- Very heat efficient
- Effective against most fighters
- Available from most factions
- No reputation requirement
Disadvantages:
- Low damage output
- Accuracy falls off at range.
Specifications
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Damage Per Second | 99 | 174 | 165 | 286 |
Sustained Damage Per Second | 91 | 158 | 146 | 254 |
Damage Per Shot | 32 | 47 | 58 | 86 |
Shots Per Second | 3.11/s | 3.72/s | 2.86/s | 3.33/s |
Bust Clip Size | 2 | 4 | 2 | 4 |
Burst Clip Shots Per Second | 7/s | 8/s | 5/s | 6/s |
Burst Clip Reload Time | 0.5s | 0.7s | 0.5s | 0.7s |
Projectile Speed | 4147 m/s | 4147 m/s | 4562 m/s | 4562 m/s |
Maximum Range | 3110m | 3110m | 5018m | 5018m |
Dispersion | 0.30° | 0.34° | 0.21° | 0.24° |
Rotation Speed | 165°/s | 165°/s | 106°/s | 106°/s |
Heat Generation Per Second | 164/s | 171/s | 208/s | 203/s |
Heat Generation Per Shot | 53 | 46 | 73 | 61 |
Heat Dissipation Per Second | 2000/s | 2000/s | 2000/s | 2000/s |
Maximum Damage Until Overheat | 6048 | 10246 | 7946 | 14104 |
Cooldown Delay When Overheating | 1.13s | 1.13s | 1.13s | 1.13s |
Reactivates At After Overheating | 9500 | 9500 | 9500 | 9500 |
Construction Cost
Universal Build Method
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Credits | 16.056 - 19.624 | 79.761 - 97.485 | 20.763 - 25.377 | 103.297 - 126.252 |
Energy Cells | 5 | 10 | 5 | 10 |
Weapon Components | 1 | 5 | 10 | 50 |
Advanced Electronics | 3 | 15 | 1 | 5 |
Closed Loop Build Method
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Credits | 16.056 - 19.624 | 79.761 - 97.485 | 20.763 - 25.377 | 103.297 - 126.252 |
Energy Cells | 20 | 174 | 41 | 162 |
Hull Parts | 5 | 28 | 6 | 32 |
Claytronics | 1 | 4 | 1 | 5 |
Terran Build Method
Small Mk1 | Small Mk2 | Medium Mk1 | Medium Mk2 | |
Credits | 16.056 - 19.624 | 79.761 - 97.485 | 20.763 - 25.377 | 103.297 - 126.252 |
Energy Cells | 50 | 100 | 50 | 100 |
Metallic Microlattice | 35 | 77 | 30 | 75 |
Silicon Carbide | 5 | 12 | 3 | 13 |
Computronic Substrate | 1 | 8 | 2 | 11 |