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Heavy Burst Laser
Burstpdheavy turret base
EnergyDamageIcon
General Information
Mount Medium, Energy
Primary Role Point Defense
Ordnance points 9
DPS (sustained) 275 (82)
Damage type Energy (Beam)
Range 600
Flux/sec 200 (60)
Accuracy Perfect
Turn rate Very Fast
Shots/min 100
Damage 165
Charges 6
Ammo recharge per minute 30
A heavier version of the PD Burst Laser, this weapon features a longer range and a greater number of built-in capacitors for higher up-front damage.

An often underestimated weapon, the heavy burst laser is actually one of the best performing beam weapons available in the Sector. A cursory examination of the gain medium and lens housing is often enough to assure even the most skeptical inspector that the technology housed within is some of the best the Domain had to offer.

The physics that create the burst effect are not understood by the highest echelons of the Hegemony Science Council or even the Tri-Tachyon Science Corps. It is theorized that a q-switched multi-phased beam could be shot through a quantum filter which would ensure entanglement and create a burst effect. This may be an explanation for the tripled lens housing, originally thought to be a failsafe system. But these are just theories.

In combat, the Heavy Burst Laser is favored by those that want be assured that their point defense perimeter is state-of-the-art.

–In-Game Description

The Heavy Burst Laser is a medium point defense beam weapon. It is the larger version of the Burst PD Laser.

Notes[]

While powerful, the Heavy Burst Laser competes with the entire class of medium energy weapons. Generally not recommended to use except for rear energy mounts with spare OP, and with taking into account whether your fleet has more or less PD already.

Like all short-burst, beam lasers, it has above average armor piercing qualities.

Animation[]

Heavy Burst Laser

Change History[]

0.96

  • Reduced OP cost to 9 (was: 11)
  • Increased max charges to 6 (was: 5)
  • Increased damage by a little over 10%
  • Removed ability to ignore decoy flares

0.95a

  • Reduced flux cost by 40%
  • No longer distracted by decoy flares

0.8.1a-RC5

  • Energy cost per second reduced from 600 to 500 (Flux per second reduced from 120 to 100)
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Only up to date for version 0.96a. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History.

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