This pertains primarily to the damage and push pulse systems. These two weapons (specifically the damage version) are woefully ineffective. They require just the right circumstances to use them. I understand the limitations of the pulse is required for balance, but as soon as the two targets are moving, any chance of the pulse system contacting is target is next to nothing. This is because the damage occurs behind the ship that fired the weapon rather than in front of it. I believe that this problem might be fixed with additive velocity but i haven't tested it. The solution is simple, have the pulse bubble move with the ship regardless of whether this setting is turned on, or make the additive weapon velocity a default setting. Another possibility is to have the damage occur instantly upon firing rather than after the animation sequence. I'm not going to go as far as to say radius should be increased, but it is definitely difficult to hit a moving target with this weapon rendering it next to worthless.