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This helped me a lot just now to make a anti cannon/missile defense laser.
https://www.youtube.com/watch?v=3JZ8CUWVPvc
I will check this out
Btw latest Ftb video not showing in youtube :(
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
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.
Btw my ship is ready all cannon, missile and laser are done with the AI. It took 3 days to get done
http://steamcommunity.com/sharedfiles/filedetails/?id=750666930
http://steamcommunity.com/sharedfiles/filedetails/?id=750665225
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
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.
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.