Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Their advantage is range, and that advantage is HUGE. Rays are the only weapon that has made me capable of making truly all-destroying ships. The reason is that they massively out-range torpedoes if they have heavy mount, making those Battleships/Titans/Doomstars impervious to their natural counter.
I love me some Gauss Cannon and Structural Analyzer, but the Death Ray just comes so much earlier.
What is best, then, would depend on a couple of factors:
Does your opponent have shilelds? If so, point for cannons, if not, for beams.
Do you have good computers? If so, point for cannons, if not, for beams.
I should probably add that this is pre-release info, it may have changed.
I did take the consumed space values from a game with the Psilons where everything was reseached and made a relation with the DPS.
The results surprised me, Fusion Beam is the worst and even the normal Laser Cannon has a better value.
The complete table is in the chapter ship weapons in my guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=755435538
All beam weapons are affected by the computer and any special that affects beams. Each individual weapon may have different quirks about it.
The guide above me by Marbur lists all the weapons and their paper values. However, he doesn't take into account shield damage reduction.
Plasma Beams are amazing and wonderful and awesome. Then your opponent gets Class X Shields and all of a sudden your Plasma Beams don't do much damage at all. Add all the relevant technologies and specials, and Plasma Beams become worthwhile again.
Meanwhile, Disruptors never go out of style and have excellent range.
Damage per second is a useless factor for me, but damage per space is something I would use if it was already calculated or I knew from experience.
Take a look at this thread as well:
https://steamcommunity.com/app/298050/discussions/0/350542050096268241/?ctp=2
I revised my guide with the new weapons data and I moved the old table to an extra chapter if someone wants to compare.
The combat value of ervery energy weapon is roughly halfed, because all cool downs are increased.
Also they made changes to the damage of some weapons.
The short ranged Mauler Device is now leading the list.