Single-pulse laser weapon...
— In-Game Description
A pulse laser is mounted on one of a ships hardpoints and requires assignment to a fire group before you can use it. It's an energy weapon which causes immediate damage to any ship it hits at effective range. Maximum range is 3000m but Damage Falloff begins at just 500m.
Pulse lasers can deliver a significant amount of damage in a single hit. Unlike other Lasers that fire continuously when triggered, a pulse laser fires intermittently in an on/off fashion. Compared to the other two laser types it emits the least waste heat, draws the least distributor energy and is also cheapest, at the cost of DPS/Damage.
Pulse lasers are entry-level energy weapons and as such have the lowest DPS values of all (non-special) weapons. They are recommended for arming hardpoints in which a thermal weapon is needed but the heat and energy issues are prohibitive for more powerful energy weapons... or simply if better weapons cannot be afforded at the moment.
Damage type is thermic, and so shields have a resistance penalty against them. Armour piercing capability is rather low (but very slightly higher than that of beam lasers), making them less effective against hulls than shields. These traits are common to almost all laser weapons.
Pulse lasers are available as fixed, gimbal and turret mounted weapons. Fixed class 1 pulse lasers are usually supplied in two hardpoints of a newly purchased ship.
Another variant is the Pulse Disruptor Laser.
|Armour Piercing||Damage||ROF||DPS||Distibutor Draw(MW)|| Thermal|
This weapon can be modified by Engineers to enhance its abilities.
The following modifications can be applied to this module:
Possible Experimental Effects Edit
Modifying this module can sometimes result in any one of the following special effects also being applied:
Can shoot police accidentally (Use with caution)
Very effective against shields