Autopulse Laser

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Autopulse Laser
Autopulse laser turret base.png
EnergyDamageIcon.png
General Information
Mount Large, Energy
Primary Role General
Ordnance points 20
DPS (sustained) 1500 (300)
Damage type Energy
Range 700
Flux/sec 1250 (250)
Accuracy Medium
Turn rate Fast
Shots/min 600 (120)
Damage 150
Charges 30
Ammo recharge per minute 120


Numerous built-in capacitors are at the core of this extremely efficient, yet potent energy weapon.

–In-Game Description


Strategies and Synergies

While on paper the Autopulse Laser might appear to be an incredibly high damaging energy weapon, in reality these facts only matter versus shields (especially less so against very efficient shields) or totally exposed hull. A 150 damage per projectile is enough to destroy frigates and light/medium destroyers in a burst or two. Even with expanded magazines, it is not sufficient to punch through heavily armored vessels.

As such, weapons with higher hit strength are required to compensate its weaknesses. A variety of strike weapons exist, such as the Reaper or Hammer torpedoes. Using these in combination with a full-auto of the Autopulse and other kinetic weapons usually leads to a secured kill. Otherwise, low rate of fire, high hit-strength HE and kinetic weapons provide excellent support to the Autopulse Laser during its charge reload downtime.

A full-auto, full-capacity burst from the Autopulse Laser actually fires 38 projectiles (57 projectiles with Expanded Magazines hullmod installed and 65 projectiles with Expanded Magazines hullmod s-modded).

Animation

Autopulse.gif


Change History

0.9

  • Increased charges to 30 (was: 20)
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At least two versions out of date. Last verified for version 0.9. Please refer to Version History and update this page.