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Post by uberdude9001 on Mar 2, 2017 1:22:20 GMT
Before 1.10 the AI would never fire beyond their weapons designated maximum effective range. Now they do. My 1GW laser has been dying to the stock lasers on the gunship at 1000km.
I also used silica aerogel as turret armor but recently discovered this wasn't doing very much and switched to amorphous carbon, but now even armoring the turret with this does little.
How can I stop my lasers from being sniped off, even by much smaller lasers?
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Post by David367th on Mar 2, 2017 1:24:11 GMT
...have more lasers?
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Post by lieste on Mar 2, 2017 1:30:29 GMT
Have more, smaller aperture lasers to 'plink' his weapons before using the main laser (set to not fire it is quite safe from laser attack).
Alternatively do the same with long range railguns. Lasers facing their target are extremely fragile (perhaps too much?), though only the mirror/aperture will be damaged, so using a laser chamber and turrets does allow redundancy at a reduced cost compared to a single weapon.
With the extruded turrets, using a/several rings of laser turrets on the forward hull and a larger aperture weapon in the centre with hold-fire orders should work.
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Post by samchiu2000 on Mar 2, 2017 1:50:35 GMT
Maybe we can have a mothership carry thousands of nano laser drone , which will be deployed before the battle , and use them before enemy laser melt yours , or use it with a large missile swarm.
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Post by nerd1000 on Mar 2, 2017 2:03:12 GMT
Add missile launchers to your laser ship. I'm pretty sure that the AI will target incoming missiles before your own ship.
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Post by David367th on Mar 2, 2017 2:06:39 GMT
Add missile launchers to your laser ship. I'm pretty sure that the AI will target incoming missiles before your own ship. We have flares, when do we get chaff?
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Post by Enderminion on Mar 2, 2017 2:14:02 GMT
more lasers, use smaller lasers to kill her lasers before opening the big lasers to finish them
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Post by David367th on Mar 2, 2017 2:26:33 GMT
Also now that you can detach lasers and their mirrors, you can have redundant lasers.
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Post by Enderminion on Mar 2, 2017 2:42:18 GMT
Also now that you can detach lasers and their mirrors, you can have redundant lasers. Or have more emmiters for a few lasers
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Post by David367th on Mar 2, 2017 2:47:33 GMT
Also now that you can detach lasers and their mirrors, you can have redundant lasers. Or have more emmiters for a few lasers Well yeah I meant the mirrors my bad.
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Post by argonbalt on Mar 2, 2017 4:45:12 GMT
Do lasers that are manually disabled auto-close their aperture lids? I was thinking that a conjoined system that used a series of laser outlets to plink the mirrors on enemy ships before opening up with the main guns would work. But before i risk my 1GW+ i would need them to be safely shielded.
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Post by bdcarrillo on Mar 2, 2017 16:35:17 GMT
Do lasers that are manually disabled auto-close their aperture lids? I was thinking that a conjoined system that used a series of laser outlets to plink the mirrors on enemy ships before opening up with the main guns would work. But before i risk my 1GW+ i would need them to be safely shielded. Yes they close up if disabled
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Post by jonen on Mar 2, 2017 16:52:22 GMT
"I solve practical problems. Problems like how do I stop some mother Hubbard from tearing me a structurally superfluous new airlock?
"The answer: Use Laser.
"And if that don't work, use more Laser.
...
The fact the AI will now ignore range when faced with megameter laser bombardment does mean you need your laser boats to be able to move unless you are cheap and exit combat before their under way non-maneuvering projectiles pass you.
But other than that, the main thing for winning a laser duel is bringing either more lasers, or (or and/or) more targets, and sniping the enemy lasers first. Preferably both.
Then when the enemy is dead, scatter your fleet before the nonlaser return fire reaches you. If facing guns capable of crossing laser combat range before your lasers can kill the gun carrier, you are not prioritizing correctly, or not bringing enough laser boats.
(And if an enemy with guns capable of crossing laser combat range before lasers kill the gun carrier looses, it is not prioritizing correctly. - If both sides have proper prioritization, things become interesting.)
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Post by lickinator on Mar 2, 2017 21:52:06 GMT
From what I've seen, single ships will only target one laser on one enemy ship, since the time to disable a laser turret is now basically instant, multiple ships will always win against single ships regardless of how many turrets you have unless maybe you put on something stupid like 50 turrets and pause at milisecond intervals to re-target. The best solution I've found is to have swarms of cheap drones with 20MW lasers, the AI might kill one but they'll probably focus on damaging the rest of its components rather than targeting the lasers on other drones. Having a capital ship with a 1GW laser (tuned off) and some railguns deals with the problem of actually destroying the ships once you break the turrets.
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Post by wazzledazzle on Mar 4, 2017 8:06:10 GMT
The AI currently has an advantage in laser combat as the new priority rules means it will always target currently active emitters. Luckily you can have a large number of small emitters for relatively low cost, so use those to destroy optics while keeping your main laser disabled.
The new features do make manoeuvre ever so slightly more important- you can pivot to mask and unmask your mirrors to get a jump on the enemy's turrets, or have one ship weather the fire while another moves in to destroy optics. Don't know if it makes sense in text.
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