Kilowatt Pulsar vs. Voltech Alchemer

So I was looking at the new guns from the latest update and I noticed that the kilowatt line of the pulsar had basically the same stats as the voltech alchemer line. I also know that the kilowatt pulsar has a new bullet style with the bullet increasing in strength as it travels. I was wondering has anyone had any experience with this new gun and would it be worth it to switch?

I know it's bug but would it be worth getting after it's fixed?

Nobody knows without having experienced it working correctly.
The Alchemer Series has the benefit of Ricochet, which gets kinda insane in the later editions of the gun.

This is very interesting.
Right now, the elemental pulsar line is buggy in terms of damage dealt- for example, it should be strong against construct, but it deals slightly less damage (in blue) at long range, and slightly better damage (in yellow) at short range. Of course, one has to take into account long range shots have a hefty blast radius, but even then this is probably unintended behavior.
That said, here are my thoughts (I have the 4* elemental pulsar and a 5* voltech line): They have similar DPS to crowds, although vs. single monsters, voltech performs better. The pulsar is probably more effective vs. crowds due to the blast radius, but at the same time is harder to use properly in team play, as the explosions can even throw lumbers around. Therefore, in team play a gunner really has to watch his shots with a pulsar; with the alchemer, just spam away on the non-dodgy stuff. Another observation is that the pulsar line, unsurprisingly, has considerably better range. Add to the fact that you can squeeze off three shots in rapid succession, and you have a great anti-turret gun. The only thing holding it back right now is the fact that it does less damage at long range... if that is fixed, the pulsar will be the perfect weapon for smacking down gun puppies across chasms.

>I know it's bug but would it be worth getting after it's fixed?
It depends. Does anyone know if it will get fixed?
Eek, it is a bug.
The longer traveled bullets make normal damage instead of elemental.
Probably a copy paste error.

I don't know how this game works on the inside, but I'm assuming this bug is very easy to fix. Considering they didn't fix it with last night's update, it makes me wonder if they plan to fix it at all...

I have the new gun and I must say I love it. I hate how the blasts do normal damage though. I hope it's a bug...... I like it better then the alchemers..

The main issue I have is that it's terrible for support. You knock things around so much that sword users can't hit anything that isn't backed against a wall, and the 5* version has such a big explosion that it covers a lot of the screen when spamming at times. If everyone is using guns, or if you just need to push something away its nice, but as support it's start to frustrate many.
Also, without counting ricochet the Pulsar line does more damage (counting the small bullets, so the larger bullets will increase DPS), the bullets may be a little on the slow side but the only enemy that I have an issue with that would be Kats.

Okay sounds good thanks for all the comments! I think I'll go ahead and try it out for myself.
What are the close and long range damage numbers vs weak? There is a problem in pure damage weapons like the flourish where subsequent hits don't calculate the damage as though it was all one type. In T3 this reduces damage by about 100 points if the damage was pure.

>Eek, it is a bug.
I know it's probably a bug but there are a lot of things like that in the game that haven't been fixed and the thread regarding normal damage far vs ele close hasn't been acknowledged at all.
>What are the close and long range damage numbers vs weak?
I don't have the numbers in hand but basically the long range damage is the same on all mobs (except for ones like menders, minicubes, etc. that have less defense) The charged attack is definitely elemental though so it leads one to believe that it is a bug.
Really? Hmm, that can't be right then. :/
Even in the flourish at least a bit of the damage always remains piercing for the purposes of calculating the bonus. I was thinking of making a Polaris, but I'll wait to see if this is resolved.
I'm currently using a storm driver and tried out the kilowatt pulsar. The normal damage thing aside, the explosions make it hard to land as many hits as I am used to using the storm driver. I could see it maybe being useful in a solo situation to keep the enemies far away, but in a team, it seems like it has too much knockback to work well.
Anyone tried the 4 and 5* versions? I wonder how the damage compares to the storm driver.
Is it me or does the pulsar have a slightly faster reload? Maybe the slow bullet speed is messing with my head
Personally I just wish they wouldn't make that loud, silly sound effect EVERY time the shot expands. You get someone spamming away with one of those guns and all you can hear is BWOMBWOMBWOM BWOMBWOMBWOM BWOMBWOMBWOM!!! :-p

Gun is amazing, giant explosions look awesome, what more do you need to know? The normal damage makes the gun more versatile, got a gremlin or wolver problem but can't get close? Just whip out your pulsar, it does normal damage too! Want to DPS some constructs? Just get a bit closer! Also I noticed that mecha knights have trouble blocking the expanded version of the bullets. But mainly I just love my Polaris and it's awesome explosion effects. :D
They're fixing that in the next patch though. The Polaris line will do elemental regardless once they update it.
It's bugged.