Beam Laser

Overview

Damage TypeWeapon Type
ThermalHitscan
GoodNot Good
Very high thermal damage. Uses up WEP distributor energy in seconds
Works well for effects that need many hits over time.High heat
They’re basically Star Trek phasers. The usual laser falloff, but worse. (500m)
They’re impractical when unengineered.

Size Notes

Huge beams can deal enormous damage to both hull and shield, as long as you can handle their heat and distributor draw.

Powerplay

Retributor

Causes heat buildup in targeted ship.
Less damage, less heat, more distributor draw.
The effect is not as strong as the Thermal Shock experimental, and is honestly not worth it by comparison.

Engineering

EfficientFixes the high distributor draw/ high heat problem which makes them sustainable. Very little downside if you want a general damage weapon.
LightweightLike efficient but with less mass and without the heat decrease.
Long RangeDrop shields from range with no falloff…as long as you can sustain the distributor draw. Full grade 5 is only helpful for fixed beams. Gimbals and turrets can stop anywhere from grades 1-3 to save power.
OverchargedDo godly damage…for about 5 seconds. The penalty to distributor draw is high, so you’ll need a hefty distributor.
Short RangeMore damage, more heat, less range. Great if you can keep close, but better used for Thermal Vent effectiveness.
SturdyNo.

Experimental Effects

Concordant SequenceA single one can help regenerate wingmates’ shields when not in combat. Doesn’t work under fire. Increased thermal load is bad for beams.
Double BracedNot that useful. Better to use module reinforcements.
Flow ControlIf you need a small amount of power elsewhere. Doesn’t affect power distributor/WEP draw, so don’t be fooled.
OversizedIf you have nothing else better to pick, a little extra damage is fine.
Regeneration SequenceHeal beams! They only work on wingmates and your NPC fighter whose shields are still up…not on other friendly ships. Works when under fire.
Stripped DownIf you need a tiny amount of mass, but there are better modules than weapons to save mass unless your ship is very mass sensitive.
Thermal ConduitUp to 30% more damage when you reach 180% heat…but heat damage to your modules is not resistable and adds up quickly.
Thermal ShockYou need as many hits as possible, so try at least two Efficient beams. 
Thermal VentDrops your heat as long as you are striking your target, depending on the heat/sec value of the beam itself.