Difference between revisions of "Small Laser"

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The small laser requires 2 crew and 266.67 energy per second. 1 reactor (1516) is able to support 5.68 lasers. It has lower crew requirements so storage does not need to be directly adjacent.
 
The small laser requires 2 crew and 266.67 energy per second. 1 reactor (1516) is able to support 5.68 lasers. It has lower crew requirements so storage does not need to be directly adjacent.
  
This allows for [[File:Laser example.png|thumb|right]]extremely efficient setups; a single reactor with 2 crew quarters can support 6 lasers and happens to be the width of 6 lasers, as shown. An alternative is to have 2 lasers directly in front of a power storage which can operate for 35 seconds. The 6 lasers have a very minor defecate of 84 and can work for 4 minutes.
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This allows for [[File:Laser example.png|thumb|right]]extremely efficient setups; a single reactor with 2 crew quarters can support 6 lasers and happens to be the width of 6 lasers, as shown. The 6 lasers have a very minor deficit of 84 and can work for 4 minutes. An alternative is to have 2 lasers directly in front of a power storage which can operate for 35 seconds.
  
 
=== Durability/protection ===
 
=== Durability/protection ===

Revision as of 12:33, 27 April 2018

Small Laser
Small laser icon.png
Part information
Part ID:

small_laser

EditorGroup:

Weapons

TypeCategory:

weapon, weapon_using_power

Mass:

2.5 tonnes

Cost:

2000

Health:

4000

PenetrationResistance:

100

Crew movement speed:
Crew Requirements:

1

Ammo Usage:

266.67 energy/second

Weapon Stats
DPS against Shields:

400

DPS against Hull:

400

DPS against Structure:

200

Range:

150

Added in Update:

0.12



The small laser is the cheapest and most generic weapon in the game. It has the best DPS per volume, and does not require much to operate. It it has no particular strengths or weaknesses.

Statistics

Damage

Sporting 400 damage to shield and hull and 200 to structure, this laser has average damage. However, its redeeming quality is its rate of fire; firing 1.33 shots a second, it deals 533 damage per second versus shields and hull, and 266 versus armour. Its range is average, at only 150. The turret turn speed is phenomenal; coupled with its very high projectile speed, this weapon is able to hit most targets. However, it has no special effects on hit; it is the only weapon to have none.

Requirements

The small laser requires 2 crew and 266.67 energy per second. 1 reactor (1516) is able to support 5.68 lasers. It has lower crew requirements so storage does not need to be directly adjacent.

This allows for
Laser example.png
extremely efficient setups; a single reactor with 2 crew quarters can support 6 lasers and happens to be the width of 6 lasers, as shown. The 6 lasers have a very minor deficit of 84 and can work for 4 minutes. An alternative is to have 2 lasers directly in front of a power storage which can operate for 35 seconds.

Durability/protection

The laser is a durable weapon. It has high health and can thus be safely powered directly from an adjacent generator.

The weapon has a very high arc at 100 degrees in each direction, for a total of 200 degrees. Pictured is the maximum protection without significantly sacrificing arc for the otter lasers. This allows the small laser to fire fully sideways and partially backwards. When placed adjacently the arc is restricted to 45 degrees

Use

Power

Both reactors and power storages are viable means to supply lasers with energy. Due to their low power consumption, it is less critical that a reactor be nearby, making the use of power storages more viable than it is with most other weapons.

2 small lasers can be sustained by 2 storages for 63.75 seconds.

Advantages

Small lasers are the smallest weapon in the game. They are cheap and don't require additional expensive infrastructure to function as every ship requires a reactor. This makes them a excellent option for smaller ships.

Their high arc allows the broadside guns to fire forward or backwards if not obstructed. This makes them very good when mounted sideways relative to the front of the ship, as it allows them to shoot both forward and backward.