Aurora is on version 2.5.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

Lasers

From AuroraWiki
Jump to navigation Jump to search

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 have good damage and good range. While they don't have any specialty like other beam weapons, they have no major weakness and can be used for almost everything. Small turreted lasers provide reasonable long range beam point defense, while large lasers excel at penetrating armor, and inflicting Shock Damage.

Weapon mounts can allow the construction of even larger weapons. Spinal and advanced spinal mount give you a laser one and two, respectively, levels above what you currently have researched. These are restricted to one mount per ship, and they cannot be mounted in turrets.

Damage Profile

Damage templates for different weapon types.

Plasma Lances are the deepest-penetrating weapon in Aurora for any given amount of damage, followed by Lasers using the 3-gradient damage profile.

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