From The Depths
LAMS (Laser Anti-Missile System
The stats show about 1000 damage but laser hit the missile like ant
How to fix that ?
How to add AP ?
How to make laser more stronger ?
Thanks in Advance :)
*Bad Enlglish
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Showing 1-15 of 25 comments
maestro Aug 23, 2016 @ 8:15am 
Doublers, destabilizers and cavities.
This helped me a lot just now to make a anti cannon/missile defense laser.
https://www.youtube.com/watch?v=3JZ8CUWVPvc
Last edited by maestro; Aug 23, 2016 @ 8:16am
Thanks you :D
I will check this out :steamhappy:
Btw latest Ftb video not showing in youtube :(
Last edited by ◄♣ RâzóR ♦►; Aug 23, 2016 @ 8:46am
An Ning Aug 23, 2016 @ 2:53pm 
Add AP by using the laser component that adds 1AP per piece added (it's in the description, I believe it is the frequcny doubler)

You make the laser stronger by adding more cavities. They recharge faster by adding more pumps.

Notes

1) if you have a laser that deals 1000 damage, it does not mean all beams emitted do 1000 damage. You have a laser that can SUPPLY 1000 damage to its beam, but that damage is split between the number of beams fired. So if you fire 2 beams, each beam will do 500. If you fire 10, each does 100, etc.


2) Laser damage may be reduced after the first shot depending on how fast your laser recharges, which depends on how many pumps/cavity you have, and how many Q-switches you use. In general, you want as many pumps/cavity as you have Q-switches
maestro Aug 23, 2016 @ 3:12pm 
I have a follow up question incase someone wants to answer.

I have a laser defense which does +200 damage per shot and has 9 armor piercing and it does 8 shots a second and has 10ish actual point defense laser emmiters yet it cannot stop a shell from a Marauder. It can stop all other shells no problem, just not a Marauders mega cannon.

It also says 10,000m range yet only fires around 500m or so.
Last edited by maestro; Aug 23, 2016 @ 3:13pm
I don't have problem with range
Btw my ship is ready all cannon, missile and laser are done with the AI. It took 3 days to get done
capnguts Aug 23, 2016 @ 7:00pm 
I love using the huge storage cavities on dedicated LAMS lasers. Here's an example.
http://steamcommunity.com/sharedfiles/filedetails/?id=750666930
maestro Aug 23, 2016 @ 7:01pm 
Originally posted by capnguts:
I love using the huge storage cavities on dedicated LAMS lasers. Here's an example.
http://steamcommunity.com/sharedfiles/filedetails/?id=750666930
This is my anti munitions creation. I'm really new at the game but it works pretty good so far.
http://steamcommunity.com/sharedfiles/filedetails/?id=750665225
aerinyes Aug 23, 2016 @ 7:52pm 
Originally posted by e5.Maestro:
I have a follow up question incase someone wants to answer.

I have a laser defense which does +200 damage per shot and has 9 armor piercing and it does 8 shots a second and has 10ish actual point defense laser emmiters yet it cannot stop a shell from a Marauder. It can stop all other shells no problem, just not a Marauders mega cannon.

It also says 10,000m range yet only fires around 500m or so.

The Maruader's megacannon probably has a shell health of around 3,000. LAMS in and of itself has a range of about 500 meters, though it's completely inaccurate past 300 meters and mostly just wastes laser energy...and if you have multiple emitters firing at the same time off of a system that's not designed to deal with it, it's going to drain the cavities something fierce. Most of my LAMS systems require about 4,000 power per second...and my big ones need 10k power. if you're not pumping that kind of power through it, chances are you're not doing anywhere near enough damage to stop a big cram shell.

From looking at the posted screenshot, I see a 6 cavity 4 q switch setup and ~12 LAMS.

Assuming you had no Destabilizers...

Assuming all 12 were firing simultaneously, you'd need something on the order of -58- laser pumps to keep up with the demand, and 4,640 power. If only 8 fired at one time, you'd still need 39 pumps and 3,120 power. Your current setup can potentially support ~5 LAMS firing simultaneously, needing ~1920 power. But you have two laser destabilizers on the end there...so you need more pumps and more power.

Assuming my crude math is correct, to run that missile defense installation you can have no more than 2 LAMS on it, you'd need 25 pumps - you can only fit 24 - and ~2000 power.

I'm sorry, it's a 7 cavitiy layout. Still only 2 LAMS, but 30 pumps and 2400 power.

My suggestion to you would be to try and test it out by taking all but 2 of the LAMS off and configuring the LAMS to start firing at 250meters
Last edited by aerinyes; Aug 23, 2016 @ 8:06pm
capnguts Aug 23, 2016 @ 8:04pm 
Everyone knows that missiles have 1 armor value. 3AP is enough for a LAMS. Then missile warners became munition warners and thumpers got a HP buff. Does the 3AP rule (double the armor value plus one) still apply? Can anyone confirm that thumper missiles and CRAM shells have 1 armor value?
Lincrono Aug 24, 2016 @ 8:27pm 
i believe missiles CRAMs and thumpers all have 1AP but the hp varries at 33~ per block for a missile (multiplied by thumper) cramms can go all the way up to 3.75k HP at 2000mm
Lincrono Aug 24, 2016 @ 8:29pm 
Originally posted by e5.Maestro:
I have a follow up question incase someone wants to answer.

I have a laser defense which does +200 damage per shot and has 9 armor piercing and it does 8 shots a second and has 10ish actual point defense laser emmiters yet it cannot stop a shell from a Marauder. It can stop all other shells no problem, just not a Marauders mega cannon.

It also says 10,000m range yet only fires around 500m or so.

you probably issue is that you don't have the pumps to keep every shot 200 damage. i'd figure your damage to actually be in the double digits when all 9 are firing. a marauder shel also has something like 1500-2000 hp which means you'd need something like 20 hits at your max damage.

also max LAMs range is 500m it's real effective range is closer to 200m or 300m.
100 damage and 4 AP good enough to destroy the missile but larger missile need need more damage to get destroy
maestro Aug 25, 2016 @ 12:09am 
I've heard on youtube, every missile has only 100 hp yet Aerinyes is saying the Marauder's main gun's shells have 3000 hp. Wow, cannon shells have rediculous HP. Seems a bit extreme to someone playing on all the easiest campaign settings, to have the main gun of early enemies fire cannons with 3k hp shells. Nothing other than the most gigantic laser defense can deal with.

And I'll just ignore for now, the torpedoes that seem to race to the target, stop, then suddenly correct their aim in the last 100 feet or so, and plunge headlong into the targets.
Last edited by maestro; Aug 25, 2016 @ 12:18am
that why i make 3000 damage for my LAMS
i got 3000 damage and 8 beam so it will split to 375 each beam for right sight and left sight same too 3000 damage split to 8
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Date Posted: Aug 23, 2016 @ 7:34am
Posts: 25