100m of Armor? Meet a Single 60k Laser System
v.redd.it/uxmrtk6475591Posted Jun 12, 2022, 7:29 AM UTC
Posted Jun 12, 2022, 7:29 AM UTC
Wait, how
Step 1: make big storage laser (almost no charging, just storage)
Step 2: slap on a regulator
Step 3: add 8-10 combiners
Step 4: charge the thing
Step 5: fire da lazor!!!!!!!!!
How long does it take to charge the damn thing?
Almost 4 minutes but hey I wasn’t given a time constraint lol
And that is the drawback of these.
The reload time is usually absurdly long, far more than is viable. Which has 2 issues:
-if you miss the stuff you want the 1st time, no redos (unless it’s a long battle.) If player controlled, it’s fine. But, if you’re doing AI-only, then you’ve got a big issue.
-lasers, unfortunately, don’t charge out of play, which is really unfortunate. If the campaign AI uses one of these and it survives the 1st battle, it will probably never fire again. If the player uses one of these, then they can waste time and let it charge in-play, but that’s just really inconvenient.
I find it best to use systems like these in bombing-run styles, and adjust the charge time to where they’ll be mostly recharged by the time they make another pass or shot. These are very, very powerful with short range laser combiners as well, and actually work versus subs in this way.
A shitton of time
Ah yes, man made horrors beyond my comprehension
Correct me of I am wrong, but doesn't armor stacking only go up to 8 blocks? I do recall is being something like the blocks behind give additional armor rating starting from 100%, then 50%, and so on.
I think it only stacks once now. So the outermost block will only get 20% of the armor of the block behind it. But, that block behind it, when it finally gets exposed, will then have 20% of the one behind it, and so on.
It did used to do something like what you wrote, but that was a long time ago now.
Is this on the workshop, I must unlock such powers in order to defeat the marauder (the superior combat vessel)
Ever tried using a ring shield Instead? Charge that bad boy with power, use a tiny aps to shoot it, and it'll fire a hitscan beam that can penetrate insane amounts of armour for like zero material lol
u/RipoffPingu recently made a very nice 100m armor setup, very healthy very bulky and can tank nearly anything. Unfortunately, there was a slight oversight.
I asked about smoke defenses, and they said they weren't planning any! Maybe I could use that to my advantage! Oh, they also challenged someone to beat it for cheap? Sure, let's give it a shot!
Behold! My 60k laser system (self contained on that turret) that easily beats the 100m armor setup. Burst laser with 9 combiners, each combiner dealing 58.3k damage with 73 AP. Looking at the damage numbers in the corner, that means I penetrated the armor with a whopping 146k damage left!
Genuinely, I hate lasers because of dumb stuff like this lmao; if used correctly they can be effectively uncounterable and can do MASSIVE damage. As you saw, I beat 600k resources worth of armor with 1/10th the cost worth of laser (I actually destroyed 6k worth, but it only takes ~100 mats for a full charge anyways).
How do you beat this? 2 things: Passive smoke and Shields. Passive smoke can halve my damage easily for pretty cheap, and shields can make me deal even less damage overall. Unfortunately, both of which are relatively expensive to maintain, and honestly the laser setup I made just had the bare minimum AP needed; I had a setup with 144 AP earlier I scrapped since it was too expensive (110k instead of 60k oh no!) and overpenned by almost 1 million damage. Jesus I hate lasers.
Edit: oh and just to give the armor the best shot at stopping this BS as possible, I used vertical 4m beams instead of horizontal ones facing out like they probably originally intended. Since I'm using lasers which are nearly pinpoint accurate this means I'd have to inevitably break more armor and waste more damage to get to the AI.
Hey you seem like you know how laser damage works, so can you teach me a bit about it?
TLDR: it’s all storage and almost no charging
Lasers can dump, at most, 10% of the cavity’s energy per shot, which is converted directly into damage. Since a lasers storage doesnt depend on its charge rate, you can charge the cavities to full and then dump all the damage at once!
Since only 10% can be dumped per shot, you have to use multiple laser combiners. Each one individually dumps that same 10% charge per shot, so 10 are needed to fully expend a charge every shot (with a regulator so that once one fires, the next one uses 10% of maximum charge not 10% current charge)
Using this method you can easily get some ridiculous burst damage for exceedingly cheap. Genuinely a charge laser is one of the best weapons for an Adventure play though because of its pinpoint accuracy, its near infinite range, and the teensy amount of materials are needed to do major damage to enemies. A small ~5k resource laser can easily defend the starter resource zone for reference.
Oh and as an added bonus, laser AP is based mostly off the ratio of chargers to frequency doublers, not the total damage or the storage (its not exactly based on this but it’s close enough). This means as long as it doesn’t charge very fast, you can easily get some pretty insane AP on the laser if you’re willing to front the cost of the frequency doublers
How would you slap a burst laser on an AI controlled craft (if at all)?
Do you use some ACB/Breadboard magic to only let it fire when it's full, or does it just become a super soaker after firing once?
There's a setting on the laser that allows you to set "only fire above x charge" iirc
Ngl it’s a fair question and a hard thing to do consistently
There’s 3 things you need to do:
1: decide on a firerate
2: make the system that can charge to full in at least that time
3: make the turret which fires the charge you want at the rate you want
You absolutely need a regulator on the system, since it makes the amount drained by each combiner even and generally increases damage per shot. In order to prevent the weapon from firing too fast, there’s an… interesting method to do so. You need to use a Local Weapon Controller set to 1/(fire rate in seconds) for its maximum firerate. An ACB is liable to miss the first shot, which can leave you vulnerable to damage for a long time, and can’t account for if the system is damaged easily, so it’s not really usable long term. The Local Weapon Controller fires all weapons at once, and can take fractional firerates successfully which is perfect.
Pretty Shure you can limit the shots per minute, like with aps, (might be through the local weapons controller) then just figure out the charge time and the corresponding shots per minute.
you do realize the budget was 5k rightseriously though charge lasers are fucking stupid... smoke doesn't even defend against them
Which is why I said how to defend against em: passive smoke and shields, both of which work pretty well especially in conjunction
also I might’ve been able to make a railgun APS dif gun for cheaper that could do it but shhhyeah i know i should use smoke and shields... but charge lasers are built specifically to not get fucked by smoke
yes i expected that if someone had to do it within the budget it'd have to be a DIF gunSo the reason why I said passive smoke is because it’s the one type of smoke that doesn’t get hard countered by charge lasers. Passive smoke is smoke you use against any enemy, wether or not you’ve been attacked by lasers. This means you always have some smoke defense, which will help against a charge laser
Why would the budget be 5k? It’s several million worth of armor?
i said it as a joke expecting exactly 1 way to actually pen the armour for that cheap (DIF)
[deleted]