Why is the pulsar family of guns so good?
They deal so much knockback it allows you to push anything and everything into a corner and keep it there for as long as you want. Lumbers? Pulsar. Zombies? Pulsar. Gremlins? Pulsar. Crippling fear of your inevitable death? Pulsar has got your back on anything you want to get as far away from you as possible. Thit brings me to my main point. The description says "A high-tech Gremlin firearm designed for use by elite squads of Ironclaw soldiers." How come we have never seen a single gremlin use one? And how come Brinks has so many and sells them for the relatively low price of 15 bark tokens? Did brinks kill every single Elite gremlin squad? If so, where does his power stop? How many gremlins did he slaughter? How did he get this power? Can we obtain power on par of the hidden menace Brinks?
He is selling us his prizes of war in exchange for some tokens.
Let us not forget he sells more than just pulars. He also sells equipment from the Snarbolax all the way to lord vanaduke himself. Why are tokens so valuable to him? What is he using our tokens for? All of these questions with no answers forces me to link Brinks to the occult. He is using our tokens in some kind of unknown ritual or exchange likely to gain some kind of power for himself. Did he gain this power purely through this ritual or did he have power before he even got to cradle? If he did have power before cradle, then is it possible he sabotaged the Skylark and forced the evacuation to cradle? Why would he do that? Is brinks an imposter? I fear we will not know until he completes his ritual.
WAKE UP CRADLE!
-ScytheP

Close-range pulsar shots do 0 knockback, have a significantly smaller chance of inflicting minor status (as opposed to pretty frequent procs of moderate on expanded shots), and do less damage than status alchemers per hit.

A majority of the game's harder areas contain content that you cannot simply push into a corner and obliterate there. This includes things like lost souls (aka bubbles), poison/fire lichens that dash, Vanaduke, the entire fiend family, swarm turrets, enemies that shield in crowded areas and even wolvers that teleport.
Extra credits has an excellent episode on this- https://www.youtube.com/watch?v=EitZRLt2G3w
If you watched the video you might have noticed that our pulsar is a FOO strategy. It gives a lot of power for a little bit of skill and so makes inexperienced knights feel powerful, but is ultimately limiting. Compare this to something like blitz needle- without skill, autoguns are going to just get you killed... but with skill, autoguns are godlike.

Pulsars are overrated, especially on the eyes of newbies. I hate them both on pvp and party pve... Kills party DPS, can cause an ally to get hit, screen clutter, ruins kiting, causes lag, cheap area-denial + status on pvp.
Specially when you're trying to trigger trojan animations and they just bump it all over the room with the annoying knockback.

On a side note, does Nitronome knockback trojans? Or just the Irontech (Destroyer) and the Big Angry Bomb?

Wait, someone actually used the Irontech and found out it knocks back Trojans?

If my memory serves me right, I think yeah it does this but I don't have it anymore so I can't check.

Lowkey Brinks is actually Captain Oslo in disguise and uses the token to find talented knights

Joke OP aside, there are incredibly good reasons to use a Pulsar gun over another gun line.
For one, the Pulsar line -- and specifically the Polaris -- is the only weapon line in the game that can consistently and reliably stagger most, if not all, possible clusters of Turrets, making it the prime weapon of choice against specific "bullet hell" scenarios the game likes to throw at you (*cough* Danger Rooms *cough* Arenas *cough*), if not against most general combat situations where any Turret of any sort is involved.
Furthermore, the gun line's signature Nitronome-like features (huge AOE + big knockback) on its expanded shots, alongside its Blaster-like fire rate, allow it to keep deadly foes like Lumbers and Mecha Knights/Almirian Crusaders (once they've used their shields) at safe range, while its Charge shot acts as an emergency blast in order to keep faster things like Scuttlebots and even Kats at bay.
Of course, having similar advantages to a Bomb also means it features similar problems, like the blinding explosions, misdirected knockback, and a somewhat-slower time-to-kill (in comparison to other gun lines), but most can be easily managed -- even in parties -- so long as the user knows what to expect from such a gun-bomb hybrid weapon.
That also being said, not every Pulsar gun was made equally. While the new Wildfire can be argued to be on equal terms with the Polaris (knockback consistency vs higher stagger chance), the Supernova's ability to hit Gremlins and Beasts for better damage is hardly worth sacrificing the Polaris' excellent matchups against Gun Puppies and Howlitzers (especially when the gun line is tied with the Catalyzer one for the slowest projectile speed of any gun line), and the Permafroster is not only among the list of most worthless guns to have (alongside the Hail Driver) but also tied (with the latter) for the worst Freezing weapon in the game.

My main complaint with pulsars is "Why control when you can just kill?" Yeah you can stunlock a Lumber into a corner with a Pulsar, but an Iron Slug charge one-shots a Lumber anyways. Yeah you can keep Mecha Knights from advancing... or you can just throw a Brandish charge at them and sweep them away. Almirian Crusaders can be one shot with a well placed Blitz charge or blown away with a Magnus charge. And Scuttlebots? You can just shield bump them away if you want to control them at short range. Kats are too mobile for any high knockback weapons to phase them unless you got perfect timing.
If you want control, there needs to be either a lot of control provided, or it needs to negate a lot of potential damage. Either it needs to completely cripple a lot of enemies for a long time, or it needs to be a great force multiplier. Compared to bombs, Pulsars are neither. If I want breathing space, I'd bring a Voltaic Tempest or a Torpour Tantrum. If I want a force multiplier, I'd bring a Vortex.
The only time I wish I had brought a Pulsar over any other weapon is in the aforementioned Gun Puppy Bullet Hell rooms.
And all of this also disregards how disruptive pulsars are to allies. Pulsars are the absolute bane off allied swordsmen. The constant juggling around due to knockback is going to dramatically reduce their effectiveness. Heck, it'd also cripple Bomber's impact due to their reliance on predicting the enemy's position. Even other gunslingers are going to be a bit peeved, as most high damage guns are going to need precision accuracy. The constant knockback is just a huge burden on the rest of your team. The damage of the gun becomes irrelevant, because almost any other devoted damage dealing partner can easily out DPS a Pulsar, so having a gun that negates their damage is going to be counter-intuitive for overall team efficiency.

Never mind you disregarding the fact that a lot of bombs -- especially ones like the Nitronome -- can be just as disruptive to a party if mishandled, you're disregarding the fact that I was talking about the Pulsar line as a Pure Gunner, rather than as a Hybrid Whatever.
Of course, as a Gun-Bomb Hybrid weapon, the Pulsar line isn't nearly as good as other Bombs in Crowd Control. Of course, a Brandish beats out a Pulsar most of the time, when the former's essentially a Gun-Sword Hybrid with literally all of the strengths and none of the weaknesses. Of course, a Blitz beats a Pulsar most of the time, when it can in the most ideal situation possible beat every other gun in the game besides the Grim Repeater against Giant Lichen Colonies. Of course, literally every weapon in the game is better than the others in a very specific situation or matchup if you could ever equip every single one of them all at once.
You're clearly forgetting that A) there is never such a thing as an ideal situation in SK, B) you can only equip two weapons by default and only two more at most, C) not everyone wants to be yet another Hybrid Black Kat clone and/or has the resources to even afford being one, and D) it's so much more cost-effective to maximize your effectiveness when you only need to worry about one weapon type.
It's a fact that Spiral Knights, by design, punishes over-generalization and over-specialization; people can only get away with them in-game because they have the money/teammates to afford them. Yet, with such a diverse set of obstacles like all the monster families and the threat level each member presents, the game also promotes weapon matchup versatility over raw power.
As such, it's why I'll always find the Polaris to be the Best Elemental Gun in the game IN SPITE of it being potentially harmful to teammates and IN SPITE of it having lower DPS than most other guns, when it has equal or better matchups than other guns like the Nova/Storm Driver, the Argent Peacemaker or even the Arcana, when pitted against all Elemental-weak enemies.

You want me to go on a rant about how much I loathe seeing Nitronomes in my party in a thread about pulsars? Because I can do that. I absolutely loathe seeing Nitronomes in my party for the exact same reason I hate seeing pulsars.
I also want to add that my first 5* piece of equipment was a Polaris. I've been gunning since 2012. I used to love my pulsar and brought it with me everywhere... and then I started trying out other playstyles and learned just how terrible it is to play with a pulsar spammer. If you're playing solo, then do whatever the hell you want with your Nitros and your Pulsars. But if you're in my party and you refuse to use anything else? I'm going to give you one warning, one chance to change up, else I'm going to kick you out of the party. Whatever benefit you think you get out of a pulsar is going to be vastly dwarfed by how much you will screw up the rest of your team.
Sure, there is never such a thing in an ideal situation... but most of those non-ideal situations for a gunslinger are in close quarters. The most difficult levels are not going to give you the breathing room to let your pulsar shots expand. I've brought pulsars through every single Shadow Lair, through a huge chunk of missions, into DaN, and I know from experience that pulsars are going to let you down compared to dozens of other alternatives for that reason alone.
Elemental Guns in general I find rather meh for pure gunslingers, unless you're switch-shooting alchemers. Usually I just go Iron Slug with a Perfect Mask of Seerus and a Chaos Cloak (or a sprite perk if I don't want to use Chaos), and it outdoes everything else in my arsenal for dealing with Undead and Constructs. Yes, it does juggle enemies about a bit and can crowd control them with the charge, but the difference is that charge outright kills most enemies, and the charge is all in one jolt, rather than constantly batting them around.
No idea why you brought Black Kat sets into this. I'm just trying to say that, whatever reason you might want to have a Pulsar with you, there is usually an alternative that does what you want but better.

I just want to point out that besides pulsars, magnuses are also excellent at flinching turrets on their basic shots. With good switch-shooting, you can lock down up to 3 turrets at a time, and I personally find magnuses a lot more responsive due to the lightning-fast bullets. As someone who uses only two weapon slots and Chaos + Black Kat (full Chaos would work too, if cost is an issue) + Swiftstrike, one of my weapons is always Callahan/Iron Slug/Winter Grave.
For the most part, I agree with Traevelliath. Knockback is situationally very useful, but some weapons have way too much to usually work well in a party. It's fine if you're in a solo, you do you, but when you pair up with other players, everything gets hectic. My preferred amount of KB is around that of brandish swings and blaster shots, since I find those aren't too disruptive usually while still providing a good amount of safety and control over individual enemy positions.
My preference for elemental guns is Mixmaster/Orbitgun (not exactly accessible though) > Arcana >= Nova Driver > Argent Peacemaker > Storm Driver > Magma Driver = Hail Driver > Polaris > Wildfire. If I included normal guns too (still against elemental-weak enemies), I'd rank Iron Slug at the very top, Valiance after Nova Driver, and Supernova > Neutralizer at the very bottom.
Edit: Also, I disagree with Sgt-Brownie's claim that Permafroster is useless. I disagree with the claim for Hail Driver too, but that's less relevant because it's not a pulsar.

@Traevelliath
Actually, an unfavorable situation for a gunslinger is when he's not given much room to move around in comparison to the amount of enemies he must face; rooms like the Battlepod fight in OCH's 2nd floor or the Herex fight in Shadowplay's last floor, for example. That being said, even such disadvantageous rooms have enough room to let Polaris shots expand, and that's because you're over-dramatizing the amount of space it needs to expand. Hell, even if I have to admit I never played any Shadow Lair to this day, I certainly played enough D&N to know that a Polaris is perfectly viable there.
Furthermore, considering your biased disdain for the weapon -- a weapon that, by the time you get it to 5*, its user is highly likely to be able to communicate and therefore understand how he's using it wrong in a party if you were to tell him politely enough -- I could just as easily take it to the logical extreme and use it on any other double-edged weapon (for example: "If you keep messing up with the Blitz, I'm gonna kick you off the Party"), not to mention you're easily undermining people that can actually control and use the knockback in such a way that it isn't detrimental to a Party (sure, such weapons take more of a backseat as a result, but how would that be any different from other supportive roles in a Party) and that's not even considering all the loopholes such a close-minded approach brings in the first place (what if the Polaris is the only elemental weapon in the person's arsenal, what if the only other weapon he brought was a shadow weapon because the floor is about Gremlins and Undead, etc etc), and honestly, if I had to choose, I'd much rather play solo than playing alongside people of a similar mindset as you.
Oh, and this all comes from the perspective of a 2011 player, in case it actually matters.
@Solanales
I'll agree on you that, if we did have an Elemental Magnus, it could easily rival the Polaris, but since the closest thing is the Iron Slug/Winter Grave, it falls on similar pitfalls as the Supernova, AKA being unable to stagger Gun Puppies and Howlitzers at the lowest depths without anything short of Damage Increase MAX (and even then it likely wouldn't be enough to stagger them).
That being said, you very much lost your credibility there in even assuming that the Hail Driver is even as useful as a Magma Driver, much less in thinking that there's any use to it or the Permafroster. Do I even need to state the fact that the Hail Driver's ricochets essentially make it impossible for Freeze to proc in a useful matter when the ricochets can easily defrost the enemy a single FRAME after it got frozen, making it worse than any other Driver out there, or that the Permafroster is only effectively useful against Slimes because its slow projectile speed is not going to hit any Gremlin ever -- much less Gremlin Menders, and that therefore even the Biohazard is a better weapon because of the Poison?
you very much lost your credibility for saying "by the time you get it to 5*, its user is highly likely to be able to communicate and therefore understand how he's using it wrong in a party if you were to tell him politely enough"

A few notes:
- I agree that Iron Slug cannot flinch turrets with one shot in Depth 28 in a full party. I am unsure if it can flinch in solos. However, I do know that two Iron Slug shots will flinch any turret with DMG +5, and that if a pulsar user and I both tried to flinch a turret starting at the exact same time, I would be more confident in Slug solely because of its faster bullet speeds. I guess my point is that when mastered, Iron Slug's flinching is a lot more flexible than the pulsar, whose shots are slow and thus need to be fired way ahead of time. You don't have to flinch on a single shot; just shoot again.
- You're being kinda condescending in the second paragraph. Setting that aside, you have a misconception about how Freeze works. When Freeze is initially applied, it cannot be broken for a short period of time (<0.5 seconds). This time, as short as it may be, is enough to ensure that Hail Driver internal ricochets do not break Freeze immediately after applying it. The same holds for Winter Grave. In other words, your claim about Hail Driver immediately destroying Freeze after a frame is false. And since Freeze is NOT always broken, I find Hail Driver a lot more useful than Magma due to the ability to lock down a single enemy like a Trojan or turrets. I don't find any particular niche that Magma really fills, outside of a consistent source of damage while you're poisoned. Damage-wise, Nova Driver and Omega Torotfist beat it against single targets and bigger groups, respectively.
- I have personally used Permafroster to great success against Gremlins and Slimes alike. But since anecdotal evidence is normally taken with a grain of salt, I would like to refer you to this run of Grinchlin Assault, where Noxiousnarwhal uses Permafroster as an effective kiting weapon. Biohazard is an interesting weapon, and one I find fun to use, but I would argue that the overreliance on charge attacks makes it a poor kiting weapon, and thus not directly comparable with Permafroster or Phantamos.
- Also yeah, I agree with Silver-Hawke. My experience with pulsar users in a party has been less-than-stellar. That's mostly due to player inexperience coupled with a deceptively hard-to-use weapon, but at any rate, most pulsar users I run into just make a party more miserable.

By "two shots", I assume you mean the second shot in the Magnus clip? Because I know from experience that the Magnus' second shot has a higher staggering/flinching potential, and that's not doing your Iron Slug any favors if you need to stand still for at least a whole second and then spend almost a whole other second reloading just to flinch one Turret.
You're also forgetting that projectile speed hardly means much in a matchup if the thing you're facing against doesn't move a lot; it's equal parts why the Polaris can vastly afford to have a slower projectile speed than an Iron Slug if it means it can flinch Turrets far more reliably, and also why the guy in your video was having difficulties in making the Permafroster work against the Menders (who incidentally seemed to be the only Gremlins in that mission that were actively trying to dodge the projectiles), making that video as a whole not very convincing to me -- unless you have something similar that shows me the gun's performance in a more trying place like OCH.
Finally, unless there was actually a ninja patch somewhere during these last 3 years that changed the Freeze status mechanics (in which case by all means post the link of it here, because I sure as hell can't find it), the Winter Grave remains as the only gun in the game that was actually given that Freeze buffer time, and the Hail Driver as the most useless gun in the game.
As for that final point, I guess I better chalk it up to hopeless optimism then, if even at 5* and at D&N people still don't know how to use a Polaris in a Party. That being said, I still stand by my point that a Polaris CAN be properly used in a Party AND without being at the cost of the latter, because I also dabbled into Bombs for long enough to tell you that a Blast Bomb can be used effectively in a Party -- and if a Nitronome can, so can a Polaris.

I think a proper definition of flinching would be helpful. Damage-dependent flinching is based off two factors: damage dealt within a timeframe (seems to be around 2 seconds), and a "flinching hit" that acts as a sort of catalyst for flinching. Examples of "flinching hits" include pulsar expanded shots magnus basic shots, and every sword's combo finisher. It doesn't matter how much damage the flinching hit itself does, as long as enough damage has been built up on the enemy beforehand. So you could have your friends all shoot Sentenzas at a slime, which you could then flinch with a Callahan bullet or a Final Flourish finisher. When a flinch is successful, the damage dealt is reset, so you have to build damage back up to flinch again. (Note that there's another kind of flinching that depends on monster attacks, which I'm ignoring since that's a special case and entirely separate from damage-dependent flinching.)
In the case of Iron Slug, if you shoot twice and your first hit fails to do enough damage to flinch, then your second shot will effectively have the damage of two shots when attempting to flinch. This does not, however, mean that the second shot in an Iron Slug has a higher chance to flinch by itself; it's just that you normally have more damage built up on the enemy since you'd presumably have shot the target with your first shot. If you missed the first shot, or fired it at a different target, your second bullet will be identical to the first one as far as flinching the monster is concerned. You can use weapon switching to bypass reloads, too. The end result is that you can repeatedly switch an Iron Slug with ASI High at a fast enough rate to completely shut down turrets. I dunno about you, but I find it a lot harder to do the same thing with pulsars.
I disagree that projectile speed doesn't matter if the enemy doesn't move. The speed factors into how long it takes for the bullet to get there. If I shoot reactively against an enemy (i.e., shooting only after I see it attacking), my magnus shots will almost always hit it first and probably flinch it, whereas pulsars are slow enough that a Tier 3 turret can start and finish firing within the time interval of a single pulsar shot traveling across the map.
I think most people would argue that Grinchlin Assault is a more difficult mission to run than OCH by a wide margin. You're correct that the thwackers in GA don't react to bullets, but besides the menders, the demos and stalkers also do. At any rate, gremlin reactions to bullets are predictable. They always dash backwards from the direction they're facing in. Hitting them with a pulsar is simply a matter of shooting not at their current position, but at where they'll move to in reaction to your shot.
The Freeze buffer time isn't unique to Winter Grave. I've observed it on Hail Driver, Glacius, and Shivermist Buster (tested the Shiv by attacking a training dummy as soon as it froze; it didn't break).
I agree that pulsars and blast bombs can be used well in a party. I just think that doing so has a disproportionately high effort-to-reward ratio, since you have to be a lot more aware of your surroundings and a good party would rather just kill everything than knock it away.

Again, you're gonna have to give me a link to the patch that says that a Freeze buffer time was given to all Freeze weapons then (or at the very least a video that shows it in action on the Hail Driver), because my anecdotal evidence is rock solid on the fact that the Hail Driver is utterly disappointing as a Freeze weapon and, by proxy, as a Driver AND a gun; I know because I gave it far too many chances to prove itself and it never did, despite me WANTING it to.
While I would argue that one or two sections of OCH are, at the very least, as hard as Grinchlin Assault, not only do I not have the experience to properly compare GA to OCH, but that wasn't even my point in my first place; my point is that OCH throws everything you hate from the Gremlin family at you: Double+ Menders, Respawning Thwackers, Mortafires and Stalkers by the clumps... Everything is there and in a myriad of situations and environments, which makes it the perfect testing ground for Shadow weapons -- almost all Jellies bar Polyps being a non-issue makes them not as worth considering as Gremlins -- including, in our case, Shadow guns.
Sure, you could predict the Gremlin's back dash and shoot the Permafroster there... But then you're forgetting that Gremlins have literally no cooldown on their back dash; what, then? Are you gonna predict that the Gremlin will back dash twice in a row? How about thrice in a row? How many back dashes are you willing to predict? What if the Gremlin decides NOT to back dash because of AI shenanigans? Face it; Gremlins are highly erratic and unpredictable -- a Mender, for reference, can just as easily not revive a fellow Mender nearby as he can just start spamming healing runes from behind its shield dome -- and you'll never be able to read them until it's too late, so unless you can find me a video of someone being able to fully adapt and beat the OCH Gremlins with a Permafroster and ONLY a Permafroster (no Grim Repeater or other weapon nonsense to make parts of it trivial), I'm not buying the weapon being actually effective against them.
But back to the subject at hand, you're quite honestly overestimating a Turret's reaction speed here, because if you were to shoot a Polaris shot by the time a Gun Puppy -- more specifically a T3 one -- started turning itself towards you, the range required for it to shoot all 5 pellets before the Polaris shot would get to it would be far enough away for you to easily lose aggro on them anyway (and by that range, the Polaris shot -- much less an Iron Slug's -- wouldn't even hit it anyway). When you're at mid-range, which is the usual range in which you get surrounded by 4+ Turrets, the Polaris' slower projectile speed hardly makes a difference -- especially if you can predict when they'll shoot, which, y'know, it's much simpler thanks to their rock solid AI -- and when you have the mobility, the clip size and the flinch consistency to affect more Turrets at once, the Iron Slug's faster projectile speed all seems very moot by comparison.
Also, not to rain on your parade, but single-switching weapons like the Iron Slug just for them to be on (almost-)similar terms with a Polaris in flinching Turrets -- if not just single-switching anything in general -- is quite honestly a hell of a lot more "disproportionately high" on the "effort-to-reward ratio", especially when it really isn't that hard to aim a Polaris at monsters your Party members aren't taking care of towards an empty corner your Party members aren't fighting on, all the while doing a solid chunk of damage that lets your Party members quickly finish them once they're done with the rest; Positioning 101, it's something that literally every Bomber and Gunner worth their salt knows and understands, and it's hardly rocket science.

There is no patch for the Freeze buffer. As far as I can tell, it's been a thing for years and years. Just to clarify, I mean that Hail Driver's internal ricochets won't break its Freeze. That doesn't mean that an entirely second bullet won't; it will unless it refreshes the Freeze.
I concede on your argument regarding OCH vs. GA for testing against Gremlins (I still think OCH is miles easier than GA, but that's a discussion for another time). Gremlins absolutely do have a cooldown on their dashes against bullets. They have a second, separate dash that they can spam at low health when you approach them, but that's different from reacting to bullets. And as such, I find Permafrostering Gremlins to not be particularly more or less effective than, say, using Polaris against Retrodes; the gremlins can dodge a few bullets, but they make up for this by having much more penalizing flinches and being easier to flinch overall.
My example was assuming that the enemy turret was already facing you. If it's not, then yes, elemental pulsars can destroy it before it can fire a shot (though I'd also ask "Why not just Iron Slug charge it?"). I guess we have different perspectives on the turret scenario because of different playstyles. I consider switch shooting to be second nature and pretty vital to being an effective gunner if you aren't spamming charges, but it's true that a lot of gunners probably don't switch shoot all the time. Likewise, you're probably more used to the spacing needed for effective pulsaring, while I have relatively little practice using them.
Regarding your point about just using a pulsar against a different enemy than what your party is fighting: Yes, you can do that, but at that point why not just use Arcana or Nova Driver for the extra DPS? Like, it works, but why do it if it's less efficient?

...Alright then; I'll take your word for it and give those two guns a(nother) chance. I've actually been struggling to find a Shadow gun that has all-around solid matchups against the Slime and especially the Gremlin families, so maybe the Permafroster will actually surprise me on that front.
As for your other points, even if T3 Gun Puppies/Howlitzers were already facing you and getting prime to shoot, because of the way they work at that Tier, a mid-range Polaris shot would still deny anywhere between two and four bullets being shot out of five, and at longer ranges where all 5 bullets would be shot before the Polaris shot would connect, you'd be reaching a range that a normal Iron Slug shot wouldn't be able to reach anyway.
If you'd rather Blitzkrieg through them with an Iron Slug charge shot instead, then you'd fall under similar conundrums as using an Autogun charge (as in, can you realistically afford taking the time off of reacting to attacks with your shield to charge the shot and stand still for as long as it's needed for the gun to unleash its slew of DPS? If not, then that's not the right way of going about the matchup you're faced with), and that in itself is a whole other can of semantic worms, as Gunners by design don't need to play like Bombers in order to do damage, but they also aren't as restricted in their damaging AoE as Swordsmen are, allowing them to be a lot more flexible as fighters at the cost of more middling Utility and DPS.
That's, if anything at all, the core principle in why I'd rather use a Polaris over an Arcana or a Nova Driver; sure, both of those can deal more DPS -- never mind the fact that the Polaris has the same fire rate and damage/bullet as an Arcana, and is only worse in the DPS factor because of its slower projectile speed -- but knowing that I'll be generally doing sub-optimal DPS in comparison to Swords anyway, is the 100-or-more-or-whatever increase in DPS really worth sacrificing the sheer all-around versatility the Polaris brings against Undead and Construct matchups? Or, to put it in more general terms, can I get by not having this weapon and its matchup advantages over another, knowing that I have a very limited amount of weapon slots and not enough resources to have many weapons of the same damage type available?
It takes a bit of stepping back, outside-the-box thinking, and generally looking at every little thing in order to realize minute design details like these, but when the process of heating and crafting equipment is as resource-intensive as it is in Spiral Knights, it really pays off to take the time to do it and have a set course for the single best loadout you could have in almost every single situation.
Which brings me to my last point; while I'd still argue that single-switching isn't something that can come off nearly as naturally as simply being aware of your surroundings, it is true that some people are simply better at specific things than others, so all the more power to you if switch-shooting is as consistent for you to pull off as you say it is.

I thought that blasters being the best guns for everything was common knowledge? It has good DPS, good knockback, medium bullet size, decent clip size and most importantly comes in all damage types, its not a jack-of-all-trades master-of-none kind of weapon, no, its the jack-of-all-trades best-in-class kind of weapon but that's you can single/double switch efficiently.
It offers good knockback and the stagger effect isn't important on turrets as in T3 turrets are just too slow they're a joke, so that just eliminates pulsars from the competition. It has good DPS but doesn't require you to switch after each shoot so unless you're shooting multiple enemies (which is about 80% of the time) they're better than alchemers so alchemers win DPS-wise. Magnuses are just too slow but Iron Slug is good for knocking out turrets in one hit like alchemers do but that's only with the charge attacks which IMO makes the game less fun except when bombing, Winter Grave isn't too good it can just CC and kill low-health monsters but requires multiple charges and isn't as fun as blasters or alchemers due to its charge-oriented playstyle also has less DPS. Antiguas have dreadful hitboxes and very low damage and are especially worthless when you already have maxed damage, also for some reason my ASI low Antigua feels a bit slower than my ASI med blasters, it should be faster according to the stats but it looks like it only points towards bullet speed rather than attack speed, if they were like at least 50% faster than blasters then they'd be at least viable. Autoguns are just too boring and risky they aren't even worth comparing to anything other than magnuses which I think are nearly equal to in terms of DPS a bit more actually, but more boring, waaay more boring. Can't even compare to mixers or orbitguns for how rare these are but they'd probably be better except if you want knockback and not lagging or hearing annoying sounds the whole run or being blinded by these damn orbiter bullets. Also freeze is the worst status in the game so if any weapon has freeze I just consider it useless (man, you got no idea how many times I died cause some noob kept spamming shiver near me in FSC near the traps).
The only guns that I believe are capable of dealing more DPS than swords are alchemers and mixers but keep in mind they don't come in piercing or normal damage types.
Summing up, blasters are the best guns in the game, fight me.

"Summing up, blasters are the best guns in the game, fight me."
Oh, I'll "fight" you on that one, alright.
The Riftlocker is the only worthwhile Blaster for a pure Gunner as it can handle the Arena horde of 12 Greavers excellently while still having decent matchups against all the other Fiends. That being said, the Gilded Griffin is simply without equal at applying pressure against the erratic Gorgos and especially against Devilites, and it can handle the Greaver horde just as well -- albeit with a bit more finesse required -- making it just as good or even better than a Riftlocker in the right hands.
The Arcana's only advantageous matchup is against Kats, but otherwise it provides absolutely nothing of value against the other Undead and the Construct family. By comparison, the Polaris has universally better matchups across both families and can still manage Kat encounters with some advanced kiting play -- hell, even the Hail Driver is a better pick now that its ricochets can't accidentally destroy the Freeze status you just applied to a target (I just tried its 3* version; the difference between then and now is as clear as night and day).
The Phantamos is absolutely and disappointingly bland in its inability to provide anything to the matchup table besides consistently middling DPS (if I were to compare it to a Shadow Sword), as its small knockback does jack-all at preventing Menders from reviving other Gremlins, and Gremlin Thwackers actually benefit from having more easy distance between you and them once their Low-HP AI kicks in and they just keep showing their back-shield to your face while they scramble to use a Health Kit. It's certainly not the worst Shadow gun in the game, but it definitely speaks for itself when even the Grim Repeater has some benefit in being able to shred through a Mender and its shield dome quicker than any other gun.
The Valiance is easily the only gun in the game that has a universally-solid matchup across all monster families, but I still wouldn't recommend using it outside of Hybrid play because A) a pure Gunner is better off having a gun for each specialized damage type that would have solid matchups against the families and the potential threats they'd be effective against, and B) a Normal gun is only a worthwhile addition for a pure Gunner if it brings some form of utility that couldn't be found with its other 3 guns -- like boss-killing potential, CC abilities, etc.
Again, they're quite far from being the worst guns in the game, but it'd easily be an overstatement in a Gunner's eyes to say that they're the best. Except for the Riftlocker; that one's the Best Piercing Gun in the game alongside the Gilded Griffin, and it practically boils down to personal preference on whether you pick one or the other.

The question of "best" gun is so subjective that any debates on what qualifies as best usually just makes everyone dig in their heels more. For example, I'd call the Iron Slug the best gun in the game, followed by Callahan for best Piercing gun and Winter Grave for best Shadow. Someone else, who has different priorities (more emphasis on mobility or whatever), might pick Valiance, Riftlocker, and Umbra Driver. And so on.
I heavily spam Phantamos in Compound 42 with Winter Grave. The reliable bullet speed + knockback let me safely bring Chaos there without any issues. I also use it to speed through the first two levels of Dreams and Nightmares, both for the convenient switch-hitting and to deal with Thwackers/Void Gels. Riftlocker is my fallback in Heart of Ice, though I normally don't bring it because I feel like it trivializes the mission and it's ridiculously and (IMO) blandly effective in solos. In parties, it's too much trouble for me to bother with because it makes all the enemies panic, so I stick to FF + Callahan. Arcana is my least-used among the blasters. I normally bring Nova Driver instead (actually I bring Orbitgun but, well, it's Orbitgun), but I sometimes bring Arcana for DaN as an alternative loadout to my Phantamos setup.
The main appeal of blasters, in my opinion, is their reliability. They work just as well in close-range as long-range, they don't have RNG in the form of statuses or ricochets, they have large, fast bullets, they have mobility and good firing speed, their knockback is small but significant enough to push enemies out of melee range, and they have a 3-bullet clip. They're a bit bland as a main weapon, but I carry them around a lot as a sidearm to a heavier weapon, like a brandish or a magnus.
Also I'd argue Iron Slug is a better option for universal gunning than Valiance, but it needs a lot more experience to use without, say, blowing yourself up on Lost Souls in DaN.

"Riftlocker is my fallback in Heart of Ice, though I normally don't bring it because I feel like it trivializes the mission and it's ridiculously and (IMO) blandly effective in solos."
Y u no liek meh? This is the only time we hang out and you think our time together is bland?

Guilded Griffin just requires a tedious amount of clicking and with maxed damage it will do less DPS than Riftlocker, for shadow guns I'd say Phantamos is the best for gremlins due to its decent bullet speed and size and Umbra Driver for slimes cause these tend to group up in tight packs. As for Grim Repeater, I hate autoguns in general let alone charging one in a deconstruction zone with mecha knights and gremlin thwakers surrounding you. The best shadow gun is actually Gorgofist since its charge attack nails down hordes of slimes and its normal attacks knock down gremlins in only one hit which is extremely useful, it only suffers in C42 where the punches or the knockback from using the charge can get you into trouble but bear in mind they lack a lot of mobility so although it has perfect utility and DPS regarding the monster types it's strong against, it's still lackluster and that's where Phantamos and Umbra Driver shine.
Regarding blasters' effectiveness against constructs and undead, they have a bit of a different role than alchemers where alchemers have more DPS while blasters have knockback which proves to be very useful in tight rooms like danger rooms in arcade for example (same goes for Phantamos vs Umbra Driver).
They just have no weakpoints, are very reliable and very versatile which make them just perfect. And if we count in LD blasters would just be the best with no competition whatsoever.
Callahan is great for switch-shooting but has a slow-moving charge which makes it useless against everything it's strong against other than gorgos which just limits them to shooting single targets at a time. Iron Slug is decent but that's only if you spam charges, otherwise it's one of the worst except for the staggering effect on turrets which might be the only thing going for its normal attacks. Winter Grave is decent but not as reliable as Iron Slug when it comes to charges or blasters or alchemers when it comes to DPS and knockback and the only thing going for it again is the staggering effect that knocks down gremlins and interrupts turrets.

@Zero-Chill
I personally prefer the Gilded Griffin because of the even faster projectile speed, the larger ammo clip before having to reload, and the faster reload speed (all in comparison to the Riftlocker), and considering how the most infuriating Fiends are coincidentally the ones with the lowest HP pools in the family (if not in the whole game), I am perfectly content taking a bit more time fighting the easier ones due to the lower DPS if it means I have all my chances stacked in my favor whenever I face those more bothersome ones.
But as I've said before, it's essentially personal preference on whether you wanna use the Riftlocker or the Gilded Griffin, since, from personal experience, you could practically do no wrong in taking either against Fiends and Beasts.
I wish I had a proper opinion on what I'd consider to be the best Shadow gun, but unfortunately I've yet to find a proper resolution for all the testing I did on OCH; all I know for a fact is that the Phantamos is meh at best, the Umbra Driver isn't much better, the Biohazard wasn't even worth trying and the Winter Grave is almost but not quite up to the task.
That being said, I played enough Lockdown to tell you that Alchemers and even Magnuses can be viable in it, albeit not really suited to the overused Striker class.

DPS:
In terms of single monster DPS, the autogun lines are clearly the winner. (Drivers a close second, if you get internal ricochets.) I consider this an "overkill" inefficiency for pretty much all non-boss monsters since the total damage is typically 1.5-2x the total health of said monsters.
In terms of multi-monster DPS, the magnus lines are clearly the winner.
Interrupt/Utility:
For interrupting potential, catalyzers are the clear winner... but are stupidly difficult to have well placed quick shots... because the shots are super slow.
Pulsars fall into this as well -- timing is poor.
Magnus win out in utility here, because the shots are fast and high interrupt potential.
Mobility:
Drivers, hands down. Blaster lines are a close second (and Riftlocker is up there, since there is no pierce driver). Antigua lines make you run slower for longer just to dish out the same damage (with a smaller hitbox per shot).
Kockback:
Pulsars are clear winner. I've never found knockback to be useful in my playstyle, though.
Fun:
Tortoguns. No other weapon is a sword-gun-bomb that can make walls. Their DPS is poor compared to the top 2 DPS lines, but with good shield bumping into charges... they're competitive with the rest of guns.
*Note:
I don't include glitchmaster-style weapons in these rankings, because I consider them "unavailable" for typical players.

Honestly, up until Skepticraven posted I felt like we've been playing two completely different games, because my personal experiences don't seem to match up at all with most of yours.
Out of curiosity Sgt-Brownie, what sort of levels and party comps do you usually run with nowadays? Personally, I have a hard time convincing myself to keep playing this game unless I'm playing with friends, so I'm almost always in a party of 3 or 4, grinding things like FSC or arcade recipe runs. When I'm going full gun in a large party, I find a lot of guns like Pulsars, Blasters, and Antiguas inadequate for my DPS needs. Often I find myself risking carpal tunnel with the amount of clicking I have to do just to get one or two kills. Instead, I rely on the two big DPS guns that Skepticraven mention--Autoguns and Magnuses--to quickly eliminate threats instead of kiting and chipping. "Don't need to dodge if there is nothing alive to dodge," so to speak.
I still use my Blasters and Antiguas quite often, but they are never the focus of my full gun loadouts. They're usually clean-up or utility guns. Heck, they're always in my sword-focused loadouts because they are amazing at clean-up and utility. Admittedly, Pulsars used to fill that same spot as well, but I've since dropped them from my loadouts due to the aforementioned teamwork issues, especially now that I can use the softer/precise Blaster CC with any damage type I want.
Though as a sidenote, IMO, Autogun overkill only really applies in small parties or in point-blank range. Autoguns are one of the longer ranged weapons in the game, and because the volume of damage is so high, you don't necessarily need all the shots to hit to secure kills. So I sorta treat the spread like damage falloff, fighting at the minimum range necessary to get kills. For fragile Devilites, this is max Blitz range, while bulkier Slimes tend to be mid range Grim Repeater.

Well Traevelliath, if you must know, I run just about everything noteworthy by myself on Expert, because I personally believe that, if you can succeed against the worst the game throws at you by yourself (and by "succeed" I actually mean "succeed with as few deaths as possible"), then you'll certainly be capable of pulling your own weight in a Party, regardless of accommodations required when other teammates are involved.
Sure, "pulling your own weight in a Party" can mean "dishing out respectable damage" or "knowing how to support others" for some, but for me, it means "being an undying, anchoring backbone" -- usually by never failing to disappoint in my raw ability to clutch.
That being said, I haven't been running much of anything noteworthy lately, since I'm mostly running OCH and Arenas in order to put my guns to what I consider to be the ultimate matchup test; once I have my winning combination though, I'll be sure to run every single Mission on Expert Solo, and improve myself so that I can, eventually, always come out on top of every single one.
Once that's done, then I'll likely split my playing time between LD matches and Party runs; y'know, the usual stuff most end-game people do in Spiral Knights.
...Also, if you're "risking carpal tunnel" from simply using Antiguas or even Blasters too much in general, then I'd urge you to reconsider your current PC setup, because I've played games that are much more demanding on the fingers and wrists than Spiral Knights, even when spamming Antiguas.

See this is what I mean by playing two different games. You've put a lot of self-worth on surviving solo, while I put a lot of worth on the MMO side of the game.
Circling back to the original topic, the reason why I absolutely loathe the Pulsar is because it is the perfect tool for someone who either does not care about their teammates, isn't thinking about their teammates, or has no teammates. If you have no teammates, it is a great weapon because it keeps the user perfectly safe while doing enough damage. Yet it wrecks HAVOC on everyone else on your team. It's the perfect weapon for the "screw yours, I got mine" people of the world. It's not the only way to use the weapon, but it's definitely the easiest way to use the weapon.
"...Also, if you're "risking carpal tunnel" from simply using Antiguas or even Blasters too much in general, then I'd urge you to reconsider your current PC setup, because I've played games that are much more demanding on the fingers and wrists than Spiral Knights, even when spamming Antiguas."
Have you ever tried to take on FSC with an antigua/blaster? In larger parties, in takes several clips to kill just one zombie. The Charred Court alone is close to 80 zombies, assuming you clear each room. Again, it seems like we're playing two different games here.

Have you ever tried to take on FSC with an antigua/blaster?
yep
i used raptor & fusion blaster
actually i fought vanaduke with one
that was...interesting

@Traevelliath
Well, maybe it is indeed that I don't quite get the "MMO" part of an "MMORPG" -- and all the bad guild experiences I had certainly didn't help the case -- but I still fondly remember the moments where my whole Party was amazed and even praised me for surviving and beating some of the hardest rooms in FSC with only a sliver of health left, way back when you could still revive Party members by giving them some of your own health and when FSC was generally considered to be one of the hardest parts in the game.
The thrill of sheer survival, of enduring past the worst possible odds and succeeding on the other end; it's what drived me to become a better gunner then, and it's what drives me still to this day, for it is the only endearing thing of the past I have left on this game.
And for the record, I once took on most of the Charred Court slag army with only normal Hail Driver shots while on a Party of four (before other Party members came in to finish the job), and I vividly remember enough for me to tell you for a fact that I never got any sort of hand cramps afterwards, and that if I were to do it all over again, I would without a problem.
I may have a much more different way of looking at this game than you do, but if there's anything these 7 whole years have taught me, it's that Spiral Knights is hardly hand-intensive even if you tried; hell, literally any fighting game with complex combo/movement inputs makes Spiral Knights look tame by comparison.

I have a pretty similar mentality to Traevelliath. I build around just killing things, so I like explosive stuff like magnuses and autoguns as well as spacing weapons like alchemers and blasters, and mostly ignore pulsars because they sacrifice too much offense for my playstyle.
Just for clarification: Do you normally switch shoot, Sgt-Brownie? And if so, how intensively?

In all of my times where I used guns that could benefit from it, I only used switch-shooting a few times, and then I didn't look back at it again once I decided to stick with shield-cancelling for good.
That's not to say I didn't know or understand the power of switch-shooting in the right hands back then; I just wasn't willing to change my otherwise-comfy setup just so I could actually switch-shoot -- much less single-switch -- effectively.

Personally, I hate double switching (AKA switch shooting) except when it comes to LD. Usually single switching is the best for me cause I like to use my slots for something else, in fact, I've gotten so used to it that I don't even shield cancel anymore, learning single switching is so worth it, you get to increase your overall DPS with all non-bomb weapons and you get to save a slot or two that you use for double switching. Currently, the most DPS after spamming Blitz charges would be alchemer single switching. I think maybe you don't see my point of view cause you don't single switch a lot. Blasters' knockback just becomes so good and pulsars' knockback is just too much so it lessens the DPS drastically you also can use blasters in short range and the knockback saves you if you get cornered they also have faster bullets. They beat the DPS of any gun that's not a Blitz charge or alchemers single/double switching on clustered crowds.
Normally I don't even consider myself a gunner outside LD, I'm just a hybrid that only carries around one/two guns at a time. I mainly use them for just closing in to my target or sniping them safely from afar, this is why I absolutely hate pulsars, Magnus's and autoguns, they just counter rather than complement my playstyle. I have a CTR med Blitz that I use exclusively for Vana's boss fight and a few trojans if my party doesn't take care of them, it just doesn't appeal to me or my playstyle. So that's my point of view if you're curious.
I fear we will not know until he completes his ritual.
I'd love to know which ritual that is.
How are Pulsar-line guns when the enemy is at close range? They don't deal as much knockback then, do they? It's an honest question; I use them about 1% of the time, so I don't remember much.