I got this (edited) ages back from one of the posts either here, BCS or KM forum. Apologies can't remember where and so can't credit, but helped me so hope useful. Think sets out basic principles:
PULSE WEAPONS
max charge: 4
min firing charge: 4
discharge rate: 1
recharge rate: 4/3 (4 charges in three seconds)
cooldown time: 0.25 (1/4 of second)
since the pulse starts recharging inmediately after the first charge is shot, then you should set the discharge rate to 1.3 or 1.4 to compensate. Think of it as a battery or water tank: the bigger the wire or pipe (firing rate), the faster the current or water gets drained (max charge), and the more the time you need to recharge it.
this is sometimes used to avoid complex operations like 4/3 which will give you a floating number.
better is using;
max charge: 12
recharge rate: 4
min firing charge: 12
cooldown time 0.25
firing rate: 3
*min charge to fire works perfectly with beam weapons but NOT pulse weapons, unless max charge is 1
discharge rate works perfectly with pulse weapons but NOT beam weapons. ever as far as i can see.
recharge rate is measured in seconds, so you recharge 4 "parts" each second what gives you 12 "parts" after 3 seconds, same for firing rate.
PHASERS
burst-fire phasers
MaxCharge and MinFiringCharge to like 0.5 or 0.6
Recharge Rate and Discharge Rate of 1 each
it just looks weird, to me, when there is a MaxCharge of more than 1.0...mostly throughout the Trek series, from what i can recall, most phaser fire was like at most 1 second long (except given a few instances)...
you will have always a burst effect as long as the discharge is higher than the recharge.
just avoid setting a MinFiringCharge higher than MaxCharge