Autopulse Laser

From Starsector Wiki
Jump to navigation Jump to search
Icon check.png
Up to date for latest version, 0.97a.

Numerous built-in capacitors are at the core of this extremely efficient, yet potent energy weapon. The high burst damage from expending built-up charges is offset by the comparatively low sustained firing rate.

–In-game description

Overview

Availability

Notes

Tips and Strategies

Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

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).

A chart showing the hardflux done by an Autopulse compare at full mag to a Plasma Cannon base on time

Animation

Autopulse.gif


Changelog

  • Patch 0.9: Increased charges to 30 (was: 20)