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(It's not plasma lances... Changed the text to reflect the realities of C# better.)
 
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{{love}}
 
 
 
Lasers are a type of [[Beam Overview|beam weapon]].
 
Lasers are a type of [[Beam Overview|beam weapon]].
  
 
==Description==
 
==Description==
Lasers are a type of beam weapon.  
+
Lasers are a type of [[beam weapon]].  
  
 
  Maximum Range = ( Base Damage * 10000km ) * Range Modifier
 
  Maximum Range = ( Base Damage * 10000km ) * Range Modifier
  Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate  
+
  Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate (rounded up to the next multiple of 5s)
  
 
While the theoretical maximum range far exceeds 1.5m km, no [[Beam Fire Control]] is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range.
 
While the theoretical maximum range far exceeds 1.5m km, no [[Beam Fire Control]] is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range.
Lasers can be mounted in turrets
+
Lasers can be mounted in a [[turret]].
  
 
==Usage==
 
==Usage==
Lasers have good damage and good range. While they don't have any specialty like other beam weapons, they have no weakness and can be used for every purpose. Small turreted lasers provide good long range beam point defense, while large lasers excel at penetrating armor, and inflicting [[Shock Damage]]. Spinal lasers allow the construction of even larger weapons, although restricted to one per ship.  
+
 
 +
Lasers are an all-rounder weapon, with the widest array of modifications and able to work in some capacity in most roles. They have no major weaknesses with their weakest area possibly being point defense; even there, their range allows them to counter missiles with laser warheads effectively. Medium-calibre lasers can provide decent damage with good fire-rate, while large lasers can hit hard even at longer ranges.
 +
 
 +
Lasers can be put on a spinal mount: basic spinal mount will increase the caliber by 25% and advanced one will increase it by 50%; this will increase the range, damage and time to reload accordingly. Only one spinal weapon can be mounted on a ship.
 +
 
 +
Lasers can also be turreted and downsized at a cost of massive penalties to their firerate.
  
 
==Damage Profile==
 
==Damage Profile==
  
{| class="wikitable" style="width: 200px; text-align: center;"
+
[[File:Damage gradients.JPG|1000px|Damage templates for different weapon types.]]
|+ Example Strength-3 hit
 
 
 
| - || - || x || - || - || - || - || - || -
 
|-
 
| - || - || x || - || - || - || - || - || -
 
|-
 
| - || - || x || - || - || - || - || - || -
 
|-
 
| - || - || - || - || - || - || - || - || -
 
  
|}
+
Lasers use the 3-gradient damage profile, the second best after Particle Lances.
  
 
==Components==
 
==Components==
  
'''Laser Focal Size''' determines how large the laser focal size (or calibre). Larger laser cause more damage, has higher base range, but requires more power, which means it'll fire slower unless your charge tech keeps up.
+
'''Laser Focal Size''' determines how large the laser focal size (or calibre). Larger lasers cause more damage and have longer ranges, but they also require more power, which means they'll fire slower unless your capacitor recharge tech keeps up.
  
 
{| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
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|-
 
|-
 
! Size (HS)
 
! Size (HS)
| 3 || 4|| 4 || 6 || 8 || 9 || 11 || 12 || 16 || 19 || 22 || 25
+
| 3 || 4 || 4 || 6 || 8 || 9 || 11 || 12 || 16 || 19 || 22 || 25
 
|-
 
|-
 
! Base Damage
 
! Base Damage
| 3 || 4|| 6 || 10 || 16 || 24 || 32 || 42 || 65 || 94 || 128 || 168
+
| 3 || 4 || 6 || 10 || 16 || 24 || 32 || 42 || 65 || 94 || 128 || 168
 
|-
 
|-
 
! RP cost
 
! RP cost
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|}
 
|}
  
'''Laser Wavelength''' modifies the range, with longer wavelength lasers having greater range.
+
'''Laser Wavelength''' modifies the range, with shorter-wavelength lasers having greater range.
  
 
{| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
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|}
 
|}
  
'''Capacitor Recharge Rate''' determines how fast the laser's power can be recharged and therefore determines its rate of fire.
+
'''Capacitor Recharge Rate''' determines how fast the laser's power can be recharged, and therefore determines its rate of fire. A ship must also be equipped with sufficient [[power plants]] to recharge the lasers in order to maintain their maximum rate of fire.  
  
 
{| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
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|}
 
|}
  
'''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two uses a focal size 25% larger and 50% larger than the maximum possible for a normal laser. Which increase all bases stats as specified above.
+
'''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two use a focal size 25% larger and 50% larger than the maximum possible for a normal laser. This increases all bases stats, as specified above.
  
 
{| class="wikitable" style="text-align: center;"
 
{| class="wikitable" style="text-align: center;"
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| - || 5,000 || 20,000
 
| - || 5,000 || 20,000
 
|}
 
|}
 
==Notes==
 
* Spinal Mount were introduced in [[Version 6.30]]
 
  
 
{{Components}}
 
{{Components}}
 
[[Category:Components]]
 
[[Category:Components]]
 
[[Category:Designed Systems]]
 
[[Category:Designed Systems]]

Latest revision as of 16:05, 7 April 2024

Lasers are a type of beam weapon.

Description

Lasers are a type of beam weapon.

Maximum Range = ( Base Damage * 10000km ) * Range Modifier
Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate (rounded up to the next multiple of 5s)

While the theoretical maximum range far exceeds 1.5m km, no Beam Fire Control is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range. Lasers can be mounted in a turret.

Usage

Lasers are an all-rounder weapon, with the widest array of modifications and able to work in some capacity in most roles. They have no major weaknesses with their weakest area possibly being point defense; even there, their range allows them to counter missiles with laser warheads effectively. Medium-calibre lasers can provide decent damage with good fire-rate, while large lasers can hit hard even at longer ranges.

Lasers can be put on a spinal mount: basic spinal mount will increase the caliber by 25% and advanced one will increase it by 50%; this will increase the range, damage and time to reload accordingly. Only one spinal weapon can be mounted on a ship.

Lasers can also be turreted and downsized at a cost of massive penalties to their firerate.

Damage Profile

Damage templates for different weapon types.

Lasers use the 3-gradient damage profile, the second best after Particle Lances.

Components

Laser Focal Size determines how large the laser focal size (or calibre). Larger lasers cause more damage and have longer ranges, but they also require more power, which means they'll fire slower unless your capacitor recharge tech keeps up.

Focal Size 10cm 12cm 15cm 20cm 25cm 30cm 35cm 40cm 50cm 60cm 70cm 80cm
Size (HS) 3 4 4 6 8 9 11 12 16 19 22 25
Base Damage 3 4 6 10 16 24 32 42 65 94 128 168
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Laser Wavelength modifies the range, with shorter-wavelength lasers having greater range.

Wavelength Infrared Visible Light Near Ultraviolet Ultraviolet Far Ultraviolet Soft X-Ray X-Ray Far X-Ray Extreme X-Ray Laser Near Gamma Ray Gamma Ray Far Gamma Ray
Range Modifier 1 2 3 4 5 6 7 8 9 10 11 12
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Capacitor Recharge Rate determines how fast the laser's power can be recharged, and therefore determines its rate of fire. A ship must also be equipped with sufficient power plants to recharge the lasers in order to maintain their maximum rate of fire.

Recharge Rate 1 2 3 4 5 6 8 10 12 16 20 25
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Reduced Size Lasers creates more compact lasers that have slower rates of fire.

Reduction 1 0.75 0.5
Recharge Multiplier 1 4 20
RP cost - 5000 15,000

Energy Weapon Mount allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two use a focal size 25% larger and 50% larger than the maximum possible for a normal laser. This increases all bases stats, as specified above.

Reduction Standard Spinal Mount Advanced Spinal
Focal Size 1 1.25 1.5
RP cost - 5,000 20,000