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Lasers are general-purpose energy weapons. Each laser shot temporarily removes a shield layer. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage.
Lasers are energy based general purpose anti-ship weapons capable of overwhelming shields and dealing hull, crew, and system damage. Lasers cost system power to fire. Each laser bolt that makes contact with a shield depletes one level of it (and Heavy Laser Pierce - ignores one additional layer) thus laser weapons can overwhelm shields before those can recharge with correct strategy. All lasers have small chance to start fire and some have additional chance to breach hull and stun crew. All lasers use room-based targeting and can be shot down only by Mark II Defense Drones.
 
   
  +
Like any projectile weapon, lasers can miss. Lasers can only be shot down by Mark II Defense Drones.
==== Classes ====
 
* '''One shot''' - generates one shot and fires it with little delay. Usually best fired in auto-fire mode.
 
* '''Burst''' - generates several shots, but stores and then releases them in quick succession at once. Its not possible to fire a partial charge. If other weapons have different timing, its usually better to fire these manually; otherwise auto-mode is good.
 
* '''Charge''' - like burst, but its possible to fire a partial charge at any time. This is usually offset by slower charge time or higher energy cost. Usually best fired manually.
 
* '''Chain''' - like one shot, but the delay between shots decreases. Cooldown is only reset if weapon looses power, setting weapon on hold by turning the auto-fire mode off or switching the target does not reset the cooldown back. Usually best fired in auto-fire mode.
 
* '''Burst chain''' - burst and chain combined, generates few shots and fires them automatically with decreasing delay. Usually best fired in auto-fire mode, but there can be nuances.
 
   
==== Derived statistics ====
+
== Types of laser ==
"'''1 damage in'''" - reflects destructive ability of the weapon in auto-shot mode. Less is better. Amount of seconds the weapon needs to deliver 1 damage in auto-fire mode. Hit/miss factors, defense drones and crew or augmentation effects not counted. ''Formula'': seconds_cooldown / ( amount_of_shots * damage_per_shot ).
 
   
  +
All laser shots deplete a single shield layer, but some (Heavy or Hull) can do additional damage when shields are down. Others (chain and charge) have different firing mechanics that can affect their tactical use.
"'''burst rating / pwr eff'''" - reflects weapon overload ability and energy efficiency of the weapon in burst mode. More is better for both values. The burst itself is defined as either a manually delayed valley, or automatically fired projectile group - with the timing of 0.5 seconds or less between individual shots, that is less compared to maximum possible shield recharge rate and cooldown time of Defense Drone II. "'''pwr eff'''" stands for ''power efficiency'' and reflects amount of power required to generate a shot in the valley. ''Formulas'': delay = burst capacity / delay pwr eff = valley_size / weapon_power_cost
 
   
  +
* '''Basic Laser''': just one shot, for 1 damage.
Note: Burst rating does not account for amount of shield layers on specific target. Provided your ship's shields or systems can handle the initial charge delay, it is better to go with more shots and worse burst rating when using only single weapon. Multiple weapons may shift favor to better burst rating at sacrifice of weapon valley size.
 
  +
* '''Burst Lasers''': multiple-shot lasers, where all shots are fired in quick succession. Each shot does 1 damage.
  +
* '''Charge Lasers''': like burst lasers, but you can choose to fire a partial charge sooner (for fewer shots), giving some tactical flexibility. Each shot does 1 damage.
  +
* '''Chain lasers''': each time they fire, the charging time is reduced for the next volley (down to a minimum charge time). Each shot does 1 damage.
  +
* '''Heavy Lasers''': each shot does 2 damage. They also have a high chance of starting a fire or causing a breach.
  +
* '''Hull Lasers''': each shot does 2 hull damage when hitting a systemless room. They also have a moderate chance of causing a breach, and travel faster than other lasers.
   
  +
Heavy Lasers are best used as damage-dealers rather than shield-breakers, due to the additional system damage and the high chance of fires or breaches. Note that the 30% fire chance is rolled first, then (if no fires started) the 30% breach chance. That means Heavy Laser shots have a 51% chance of causing ''either'' a fire or a breach.
See the [[Weapons#Lasers 2|available Lasers]].
 
   
  +
The Heavy Pierce Laser, unique to the Rock B, ignores one shield layer.
===Lasers===
 
  +
  +
==List of lasers==
  +
In this case, '''Obtainable''' refers to the item being buyable or accessible from an event or through some other means.
  +
{| class = article-table
  +
!style="text-align:left" | Name
  +
! style="text-align:center;" | Cost
  +
! style="text-align:center;" | Power used
  +
! style="text-align:center;" | Charge time
  +
! style="text-align:center;" | Hull damage per shot
  +
! style="text-align:center;" | Shots per volley
  +
! style="text-align:center;" | Obtainable?
  +
! style="background-color:pink; color:black; text-align=center;" | Fire
  +
! style="background-color:cyan; color:black; text-align=center;" | Breach
  +
! style="background-color:gold; color:black; text-align=center;" | Stun
  +
|-
  +
| style="text-align:left" | Basic Laser <br />[[File:Basic Laser.png]]
  +
| style="text-align:center" | 20 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 10 s
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | No
  +
| style="text-align:center" | 10%
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Dual Lasers<br /> [[File:Burst Laser I.png]]
  +
| style="text-align:center" | 25 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 10 s
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | No
  +
| style="text-align:center" | 10%
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Burst Laser I<br /> [[File:Burst Laser I.png]]
  +
| style="text-align:center" | 50 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 11 s
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 10%
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Burst Laser II<br /> [[File:Burst Laser II.png]]
  +
| style="text-align:center" | 80 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 12 s
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 3
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 10%
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Burst Laser III<br /> [[File:Burst Laser III.png]]
  +
| style="text-align:center" | 95 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 4
  +
| style="text-align:center" | 19 s
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 5
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Heavy Pierce<br /> [[File:Heavy Laser I.png]]
  +
| style="text-align:center" | 55 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 10 s
  +
| style="text-align:center" | 2 (1-Shield Piercing)
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | No
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Heavy Laser I<br /> [[File:Heavy Laser I.png]]
  +
| style="text-align:center" | 50 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | 9 s
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 1
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 20% (AE)
  +
|-
  +
| style="text-align:left" | Heavy Laser II<br /> [[File:Heavy Laser II.png]]
  +
| style="text-align:center" | 65 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 3
  +
| style="text-align:center" | 13 s
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 20% (AE)
  +
|-
  +
| style="text-align:left" | Hull Smasher I<br /> [[File:Hull Laser 1&2.png]]
  +
| style="text-align:center" | 55 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | 14 s
  +
| style="text-align:center" | 1 (System)<br />2 (Empty Hull)
  +
| style="text-align:center" | 2
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 0%
  +
| style="text-align:center" | 20%
  +
| style="text-align:center" | 0%
  +
|-
  +
| style="text-align:left" | Hull Smasher II<br /> [[File:Hull Laser 1&2.png]]
  +
| style="text-align:center" | 75 [[File:Ftlgame-scrap.png]]
  +
| style="text-align:center" | 3
  +
| style="text-align:center" | 15 s
  +
| style="text-align:center" | 1 (System)<br />2 (Empty Hull)
  +
| style="text-align:center" | 3
  +
| style="text-align:center" | Yes
  +
| style="text-align:center" | 10%
  +
| style="text-align:center" | 30%
  +
| style="text-align:center" | 0%
  +
|}
   
 
<div class="mw-collapsible" style="display:inline">
 
<div class="mw-collapsible" style="display:inline">
====Basic Laser====
+
===Basic Laser===
 
[[File:Basic_Laser.png|frame|Basic Laser]]
 
[[File:Basic_Laser.png|frame|Basic Laser]]
 
''"Very weak laser."''
 
''"Very weak laser."''
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*Low chance of fire
 
*Low chance of fire
 
*Requires 1 power
 
*Requires 1 power
*'''1 damage in''': 10s
 
*'''burst rating / pwr eff''': 0.1 / 1
 
 
*Note: Four of them come equipped on [[Red-Tail|{{tooltip|Red-Tail|Kestrel Cruiser, Layout B}}]], and one comes equipped on [[The Gila Monster|{{tooltip|The Gila Monster|Mantis Cruiser, Layout A}}]].
 
*Note: Four of them come equipped on [[Red-Tail|{{tooltip|Red-Tail|Kestrel Cruiser, Layout B}}]], and one comes equipped on [[The Gila Monster|{{tooltip|The Gila Monster|Mantis Cruiser, Layout A}}]].
 
*Note: Called "Defense Laser Mark 1" in the description.
 
*Note: Called "Defense Laser Mark 1" in the description.
   
====Dual Lasers====
+
===Dual Lasers===
 
[[File:Burst Laser I.png|frame|Dual Lasers]]
 
[[File:Burst Laser I.png|frame|Dual Lasers]]
 
''"Basic weak dual lasers. Often used by transport ships that can't afford better."''
 
''"Basic weak dual lasers. Often used by transport ships that can't afford better."''
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*Low chance of fire
 
*Low chance of fire
 
*Requires 1 power
 
*Requires 1 power
  +
*The most power-efficient laser available to the player (2 shots for 1 power)
*'''1 damage in''': 5s
 
  +
*Comes equipped on [[The Swallow|{{tooltip|The Swallow|Kestrel Cruiser, Layout C}}]], [[Tetragon|{{tooltip|Tetragon|Engi Cruiser, Layout C}}]], [[Nisos|{{tooltip|Nisos|Federation Cruiser, Layout B}}]], [[Man of War|{{tooltip|Man of War|Slug Cruiser, Layout A}}]], and [[The Nesasio|{{tooltip|The Nesasio|Stealth Cruiser, Layout A}}]].
*'''burst rating / pwr eff''': 0.2 / 2
 
  +
*Enemies never use this weapon.
*Note: Best burst power efficiency among lasers available to player.
 
*Note: Comes equipped on [[The Swallow|{{tooltip|The Swallow|Kestrel Cruiser, Layout C}}]], [[Tetragon|{{tooltip|Tetragon|Engi Cruiser, Layout C}}]], [[Nisos|{{tooltip|Nisos|Federation Cruiser, Layout B}}]], [[Man of War|{{tooltip|Man of War|Slug Cruiser, Layout A}}]], and [[The Nesasio|{{tooltip|The Nesasio|Stealth Cruiser, Layout A}}]].
 
   
====Burst Laser Mark I====
+
===Burst Laser Mark I===
 
[[File:Burst Laser I.png|frame|Burst Laser Mark I]]
 
[[File:Burst Laser I.png|frame|Burst Laser Mark I]]
 
''"This simple burst laser isn't flashy but it gets the job done."''
 
''"This simple burst laser isn't flashy but it gets the job done."''
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*Low chance of fire
 
*Low chance of fire
 
*Requires 2 power
 
*Requires 2 power
  +
*'''1 damage in''': 5.5s
 
  +
===Burst Laser Mark II===
*'''burst rating / pwr eff''': 0.18 / 1
 
*Note: While this weapon isn't nearly as efficient as the Dual Lasers, it can be found in stores and events.
 
====Burst Laser Mark II====
 
 
[[File:Burst Laser II.png|frame|Burst Laser Mark II]]
 
[[File:Burst Laser II.png|frame|Burst Laser Mark II]]
 
''"Slightly improved version of the burst laser that fires more shots per charge.''
 
''"Slightly improved version of the burst laser that fires more shots per charge.''
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*Low chance of fire
 
*Low chance of fire
 
*Requires 2 power
 
*Requires 2 power
  +
*Comes equipped on [[The Kestrel|{{tooltip|The Kestrel|Kestrel Cruiser, Layout A}}]] and [[The Osprey|{{tooltip|The Osprey|Federation Cruiser, Layout A}}]].
*'''1 damage in''': 3s
 
  +
*Highly power-efficient (3 shots for 2 power), with a fast charge time. Widely regarded as the "best weapon" in the game (apart from "unobtainable" weapons)
*'''burst rating / pwr eff''': 0.25 / 1.5
 
*Note: Comes equipped on [[The Kestrel|{{tooltip|The Kestrel|Kestrel Cruiser, Layout A}}]] and [[The Osprey|{{tooltip|The Osprey|Federation Cruiser, Layout A}}]].
 
*Note: Favorite weapon of many.
 
*Note: Best average stats among all laser weapons.
 
   
====Burst Laser Mark III====
+
===Burst Laser Mark III===
 
[[File:Burst Laser III.png|frame|Burst Laser Mark III]]
 
[[File:Burst Laser III.png|frame|Burst Laser Mark III]]
 
''"Powerful burst laser that fires off an impressive barrage."''
 
''"Powerful burst laser that fires off an impressive barrage."''
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*Fires 5 shots with 19s cooldown
 
*Fires 5 shots with 19s cooldown
 
*Damage: 1 per shot
 
*Damage: 1 per shot
*Low chance of fire
 
 
*Requires 4 power
 
*Requires 4 power
  +
*Widely regarded as a bad weapon in most circumstances, due to the high power cost and slow charge time. Also cannot start fires.
*'''1 damage in''': 3.8s
 
*'''burst rating / pwr eff''': 0.263 / 1.25
 
*Note: Best burst ratio among lasers available to player (together with Chain Burst), but still only slightly better than Mk II.
 
*Note: Continuous damage rate is worse than Mk II, best burst capacity among lasers with mediocre energy efficiency.
 
   
====Heavy Pierce Mark I====
+
===Heavy Pierce Mark I===
 
[[File:Heavy Laser I.png|frame|Heavy Pierce Mark I]]
 
[[File:Heavy Laser I.png|frame|Heavy Pierce Mark I]]
 
''"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield."''
 
''"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield."''
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*Ignores 1 shield level
 
*Ignores 1 shield level
 
*Requires 2 power
 
*Requires 2 power
  +
*Only available on [[Shivan|{{tooltip|Shivan|Rock Cruiser, Layout B}}]].
*'''1 damage in''': 5s (hull), 2.5s (shields)
 
  +
*Enemies never use this weapon.
*'''burst rating / pwr eff''': 0.1 / 0.5
 
*Note: Comes equipped on [[Shivan|{{tooltip|Shivan|Rock Cruiser, Layout B}}]].
 
   
====Heavy Laser Mark I====
+
===Heavy Laser Mark I===
 
[[File:Heavy Laser I.png|frame|Heavy Laser Mark I]]
 
[[File:Heavy Laser I.png|frame|Heavy Laser Mark I]]
 
''"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."''
 
''"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."''
Line 103: Line 214:
 
*Fires 1 shot with 9s cooldown
 
*Fires 1 shot with 9s cooldown
 
*Damage: 2 per shot
 
*Damage: 2 per shot
*Low chance of fire and breach. Advanced Edition: low chance to stun crew
+
*Moderate chance of fire and breach. Advanced Edition: low chance to stun crew
 
*Requires 1 power
 
*Requires 1 power
*'''1 damage in''': 4.5s (hull), 9s (shields)
 
*'''burst rating / pwr eff''': 0.11 @ 9s / 1
 
 
*Note: Comes equipped on [[The Vortex|{{tooltip|The Vortex|Engi Cruiser, Layout B}}]].
 
*Note: Comes equipped on [[The Vortex|{{tooltip|The Vortex|Engi Cruiser, Layout B}}]].
   
====Heavy Laser Mark II====
+
===Heavy Laser Mark II===
 
[[File:Heavy Laser II.png|frame|Heavy Laser Mark II]]
 
[[File:Heavy Laser II.png|frame|Heavy Laser Mark II]]
 
''"This heavy laser fires two shots in quick succession, each dealing 2 damage"''
 
''"This heavy laser fires two shots in quick succession, each dealing 2 damage"''
Line 115: Line 224:
 
*Fires 2 shots with 13s cooldown
 
*Fires 2 shots with 13s cooldown
 
*Damage: 2 per shot
 
*Damage: 2 per shot
*Low chance of fire and breach. Advanced Edition: low chance to stun crew
+
*Moderate chance of fire and breach. Advanced Edition: low chance to stun crew
 
*Requires 3 power
 
*Requires 3 power
*'''1 damage in''': 3.25s (hull), 6.5s (shields)
 
*'''burst rating / pwr eff''': 0.154 / 0.7
 
   
====Hull Smasher Laser====
+
===Hull Smasher Laser===
 
[[File:Hull Laser 1&2.png|frame|Hull Smasher Laser]]
 
[[File:Hull Laser 1&2.png|frame|Hull Smasher Laser]]
 
''"A powerful laser designed to maximize hull damage."''
 
''"A powerful laser designed to maximize hull damage."''
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*Fires 2 shots with 14s cooldown
 
*Fires 2 shots with 14s cooldown
 
*Damage: 1 (system bays) / 2 (systemless) per shot
 
*Damage: 1 (system bays) / 2 (systemless) per shot
*Low chance of fire and breach
+
*Low chance of fire, moderate chance of breach
 
*Requires 2 power
 
*Requires 2 power
  +
*Despite the bonus damage to empty rooms, it's usually better to target systems
*'''1 damage in''': 7s (system bays), 3.5s (systemless)
 
  +
*Enemies never use this weapon
*'''burst rating / pwr eff''': 0.143 / 1
 
   
====Hull Smasher Laser Mark II====
+
===Hull Smasher Laser Mark II===
 
[[File:Hull Laser 1&2.png|frame|Hull Smasher Laser Mark II]]
 
[[File:Hull Laser 1&2.png|frame|Hull Smasher Laser Mark II]]
 
''"This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot."''
 
''"This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot."''
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*Fires 3 shots with 15s cooldown
 
*Fires 3 shots with 15s cooldown
 
*Damage: 1 (system bays) / 2 (systemless) per shot
 
*Damage: 1 (system bays) / 2 (systemless) per shot
*Low chance of fire and breach
+
*Low chance of fire, moderate chance of breach
 
*Requires 3 power
 
*Requires 3 power
  +
*Despite the bonus damage to empty rooms, it's usually better to target systems
*'''1 damage in''': 5s (system bays), 2.5s (systemless)
 
  +
*Enemies never use this weapon
*'''burst rating / pwr eff''': 0.2 / 1
 
*Note: pretty solid gun, if targeting systemless rooms.
 
   
====Boss Laser====
+
===Chain Burst Laser===
[[File:Boss_Laser.png|frame|Boss Laser]]
 
''"ssss" [sic]''
 
*Costs 55 [[File:Ftlgame-scrap.png]] (cannot be bought or found)
 
*Fires 3 shot with 20s cooldown
 
*Damage: 1 per shot
 
*Low chance of fire and breach
 
*Requires 1 power
 
*'''1 damage in''': 6.7s
 
*'''burst rating / pwr eff''': 0.15 / 3
 
*Note: This is one of the weapons the Rebel Flagship uses. Can only be acquired via cheating.
 
*Note: Best burst power efficiency among all lasers.
 
</div>
 
 
===Advanced Edition Lasers===
 
 
<div class="mw-collapsible" style="display:inline">
 
====Chain Burst Laser====
 
 
[[File:Chain Laser Weapon 2-1.png|frame|Chain Laser I]]
 
[[File:Chain Laser Weapon 2-1.png|frame|Chain Laser I]]
 
''"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge."''
 
''"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge."''
 
*Costs 65 [[File:Ftlgame-scrap.png]]
 
*Costs 65 [[File:Ftlgame-scrap.png]]
*Cooldown delay profile: 16s/13s/10s/7s, -3s per step, 3 steps total
+
*Cooldown profile: 16s/13s/10s/7s, -3s per step, 3 steps total
 
*Fires 2 shots with 16s..7s cooldown
 
*Fires 2 shots with 16s..7s cooldown
 
*Damage: 1 per shot
 
*Damage: 1 per shot
 
*Low chance of fire
 
*Low chance of fire
 
*Requires 2 power
 
*Requires 2 power
  +
*Charge time resets to 16 seconds if the weapon goes offline.
*'''1 damage in''': 3.5s (at peak ROF)
 
  +
*Comes equipped on [[Ariolimax|{{tooltip|Ariolimax|Slug Cruiser, Layout C}}]], and [[Kruos|{{tooltip|Kruos|Lanius Cruiser, Layout A}}]].
*'''burst rating / pwr eff''': 0.285 / 1
 
*Note: Cooldown timer resets to initial only if Weapon goes offline.
 
*Note: Comes equipped on [[Ariolimax|{{tooltip|Ariolimax|Slug Cruiser, Layout C}}]], and [[Kruos|{{tooltip|Kruos|Lanius Cruiser, Layout A}}]].
 
   
====Chain Vulcan====
+
===Chain Vulcan===
 
[[File:Chain_Vulcan.png|frame|Chain Vulcan]]
 
[[File:Chain_Vulcan.png|frame|Chain Vulcan]]
 
''"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."''
 
''"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."''
 
*Costs 95 [[File:Ftlgame-scrap.png]]
 
*Costs 95 [[File:Ftlgame-scrap.png]]
*Cooldown delay profile: 11.1s/9.1s/7.1s/5.1s/3.1s/1.1s, -2s per step, 5 steps total
+
*Cooldown profile: 11.1s/9.1s/7.1s/5.1s/3.1s/1.1s, -2s per step, 5 steps total
 
*Fires 1 shot with 11.1s..1.1s cooldown
 
*Fires 1 shot with 11.1s..1.1s cooldown
 
*Damage: 1 per shot
 
*Damage: 1 per shot
 
*Low chance of fire
 
*Low chance of fire
 
*Requires 4 power
 
*Requires 4 power
  +
*Charge time resets to 11.1 seconds if the weapon goes offline
*'''1 damage in''': 1.1s (at peak ROF)
 
  +
*This is the only non-missile weapon capable of single-handedly destroying any enemy ship
*'''burst rating / pwr eff''': 0.9 / 0.25
 
  +
*It takes 35.5 seconds before the Vulcan gets up to full speed, and until then it does very little.
*Note: Cooldown timer resets to initial only if Weapon goes offline.
 
  +
*This weapon is largely countered by Mark II Defense Drones
*Note: Highest continuous damage rate among lasers, worst power efficiency for <0.5s valley.
 
*Note: The 1.1s delay between shots is still enough for one relatively common Defense Drone II to cancel this gun.
 
   
====Laser Charger (S)====
+
===Laser Charger (S)===
 
[[File:Laser_Charger_I.png|frame|Laser Charger (S)]]
 
[[File:Laser_Charger_I.png|frame|Laser Charger (S)]]
 
''"This laser weapon can charge two times, giving it an additional projectile. This improved version only requires 1 power."''
 
''"This laser weapon can charge two times, giving it an additional projectile. This improved version only requires 1 power."''
Line 197: Line 283:
 
*Low chance of fire
 
*Low chance of fire
 
*Requires 1 power
 
*Requires 1 power
  +
*"Autofire" causes continuous fire, disables charging
*'''1 damage in''': 5.5s
 
  +
*This is the most power-efficient laser weapon in the game (tied with Dual Lasers)
*'''burst rating / pwr eff''': 0.18 / 1
 
  +
*[http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot by default, but there is [https://www.youtube.com/watch?v=cMVlkQhF3Kw a trick] to charge both shots
*Note: "Autofire" causes continuous fire, disables charging
 
  +
*Only available on the [[Simo-H|{{tooltip|Simo-H|Stealth Cruiser, Layout C}}]]
*Note: [http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot.
 
  +
*Enemies never use this weapon
*Note: Comes equipped on [[Simo-H|{{tooltip|Simo-H|Stealth Cruiser, Layout C}}]].
 
   
====Laser Charger (S)====
+
===Laser Charger (M)===
 
[[File:Laser_Charger_I.png|frame|Laser Charger (S)]]
 
[[File:Laser_Charger_I.png|frame|Laser Charger (S)]]
 
''"This laser weapon can charge two times, giving it an extra projectile."''
 
''"This laser weapon can charge two times, giving it an extra projectile."''
Line 211: Line 297:
 
*Low chance of fire
 
*Low chance of fire
 
*Requires 2 power
 
*Requires 2 power
  +
*"Autofire" causes continuous fire, disables charging
*'''1 damage in''': 6s
 
  +
*[http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot by default, but there is [https://www.youtube.com/watch?v=cMVlkQhF3Kw a trick] to charge both shots
*'''burst rating / pwr eff''': 0.166 / 1
 
*Note: "autofire" causes continuous fire, disables charging
 
*Note: [http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot.
 
*Note: Continuous damage rate not influenced by burst ability, since delays are also summed up.
 
   
====Laser Charger (L)====
+
===Laser Charger (L)===
 
[[File:Charge Laser II Weapon.png|frame|Laser Charger (L)]]
 
[[File:Charge Laser II Weapon.png|frame|Laser Charger (L)]]
 
''"This laser weapon can charge multiple times, giving it additional projectiles."''
 
''"This laser weapon can charge multiple times, giving it additional projectiles."''
Line 225: Line 308:
 
*Low chance of fire
 
*Low chance of fire
 
*Requires 3 power
 
*Requires 3 power
  +
*"Autofire" causes continuous fire, disables charging
*'''1 damage in''': 5s
 
  +
*[http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot by default, but there is [https://www.youtube.com/watch?v=cMVlkQhF3Kw a trick] to charge all shots
*'''burst rating / pwr eff''': 0.2 / 1.3
 
*Note: "Autofire" causes continuous fire, disables charging
 
*Note: [http://ftl.wikia.com/wiki/Augmentations#Weapon_Pre-Igniter Weapon Pre-Igniter] will only charge one shot.
 
*Note: Continuous rate not influenced by burst ability, since delays are also summed up.
 
*Note: Mediocre burst stats for someone called "Large charger".
 
 
</div>
 
</div>
  +
[[Category:Weapons]]

Revision as of 17:02, 4 May 2020

Lasers are general-purpose energy weapons. Each laser shot temporarily removes a shield layer. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage.

Like any projectile weapon, lasers can miss. Lasers can only be shot down by Mark II Defense Drones.

Types of laser

All laser shots deplete a single shield layer, but some (Heavy or Hull) can do additional damage when shields are down. Others (chain and charge) have different firing mechanics that can affect their tactical use.

  • Basic Laser: just one shot, for 1 damage.
  • Burst Lasers: multiple-shot lasers, where all shots are fired in quick succession. Each shot does 1 damage.
  • Charge Lasers: like burst lasers, but you can choose to fire a partial charge sooner (for fewer shots), giving some tactical flexibility. Each shot does 1 damage.
  • Chain lasers: each time they fire, the charging time is reduced for the next volley (down to a minimum charge time). Each shot does 1 damage.
  • Heavy Lasers: each shot does 2 damage. They also have a high chance of starting a fire or causing a breach.
  • Hull Lasers: each shot does 2 hull damage when hitting a systemless room. They also have a moderate chance of causing a breach, and travel faster than other lasers.

Heavy Lasers are best used as damage-dealers rather than shield-breakers, due to the additional system damage and the high chance of fires or breaches. Note that the 30% fire chance is rolled first, then (if no fires started) the 30% breach chance. That means Heavy Laser shots have a 51% chance of causing either a fire or a breach.

The Heavy Pierce Laser, unique to the Rock B, ignores one shield layer.

List of lasers

In this case, Obtainable refers to the item being buyable or accessible from an event or through some other means.

Name Cost Power used Charge time Hull damage per shot Shots per volley Obtainable? Fire Breach Stun
Basic Laser
Basic Laser
20 Ftlgame-scrap 1 10 s 1 1 No 10% 0% 0%
Dual Lasers
Burst Laser I
25 Ftlgame-scrap 1 10 s 1 2 No 10% 0% 0%
Burst Laser I
Burst Laser I
50 Ftlgame-scrap 2 11 s 1 2 Yes 10% 0% 0%
Burst Laser II
Burst Laser II
80 Ftlgame-scrap 2 12 s 1 3 Yes 10% 0% 0%
Burst Laser III
Burst Laser III
95 Ftlgame-scrap 4 19 s 1 5 Yes 0% 0% 0%
Heavy Pierce
Heavy Laser I
55 Ftlgame-scrap 2 10 s 2 (1-Shield Piercing) 1 No 30% 30% 0%
Heavy Laser I
Heavy Laser I
50 Ftlgame-scrap 1 9 s 2 1 Yes 30% 30% 20% (AE)
Heavy Laser II
Heavy Laser II
65 Ftlgame-scrap 3 13 s 2 2 Yes 30% 30% 20% (AE)
Hull Smasher I
Hull Laser 1&2
55 Ftlgame-scrap 2 14 s 1 (System)
2 (Empty Hull)
2 Yes 0% 20% 0%
Hull Smasher II
Hull Laser 1&2
75 Ftlgame-scrap 3 15 s 1 (System)
2 (Empty Hull)
3 Yes 10% 30% 0%

Basic Laser

Basic Laser

Basic Laser

"Very weak laser."

  • Costs 20 Ftlgame-scrap (cannot be bought or found)
  • Fires 1 shot with 10s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 1 power
  • Note: Four of them come equipped on Red-Tail, and one comes equipped on The Gila Monster.
  • Note: Called "Defense Laser Mark 1" in the description.

Dual Lasers

Burst Laser I

Dual Lasers

"Basic weak dual lasers. Often used by transport ships that can't afford better."

  • Costs 25 Ftlgame-scrap (cannot be bought or found)
  • Fires 2 shots with 10s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 1 power
  • The most power-efficient laser available to the player (2 shots for 1 power)
  • Comes equipped on The Swallow, Tetragon, Nisos, Man of War, and The Nesasio.
  • Enemies never use this weapon.

Burst Laser Mark I

Burst Laser I

Burst Laser Mark I

"This simple burst laser isn't flashy but it gets the job done."

  • Costs 50 Ftlgame-scrap
  • Fires 2 shots with 11s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 2 power

Burst Laser Mark II

Burst Laser II

Burst Laser Mark II

"Slightly improved version of the burst laser that fires more shots per charge.

  • Costs 80 Ftlgame-scrap
  • Fires 3 shots with 12s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 2 power
  • Comes equipped on The Kestrel and The Osprey.
  • Highly power-efficient (3 shots for 2 power), with a fast charge time. Widely regarded as the "best weapon" in the game (apart from "unobtainable" weapons)

Burst Laser Mark III

Burst Laser III

Burst Laser Mark III

"Powerful burst laser that fires off an impressive barrage."

  • Costs 95 Ftlgame-scrap
  • Fires 5 shots with 19s cooldown
  • Damage: 1 per shot
  • Requires 4 power
  • Widely regarded as a bad weapon in most circumstances, due to the high power cost and slow charge time. Also cannot start fires.

Heavy Pierce Mark I

Heavy Laser I

Heavy Pierce Mark I

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield."

  • Costs 55 Ftlgame-scrap (cannot be bought or found)
  • Fires 1 shot with 10s cooldown
  • Damage: 2 (hull) + 1(shield bypass) per shot
  • Low chance of fire and breach. Advanced Edition: low chance to stun crew
  • Ignores 1 shield level
  • Requires 2 power
  • Only available on Shivan.
  • Enemies never use this weapon.

Heavy Laser Mark I

Heavy Laser I

Heavy Laser Mark I

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."

  • Costs 50 Ftlgame-scrap
  • Fires 1 shot with 9s cooldown
  • Damage: 2 per shot
  • Moderate chance of fire and breach. Advanced Edition: low chance to stun crew
  • Requires 1 power
  • Note: Comes equipped on The Vortex.

Heavy Laser Mark II

Heavy Laser II

Heavy Laser Mark II

"This heavy laser fires two shots in quick succession, each dealing 2 damage"

  • Costs 65 Ftlgame-scrap
  • Fires 2 shots with 13s cooldown
  • Damage: 2 per shot
  • Moderate chance of fire and breach. Advanced Edition: low chance to stun crew
  • Requires 3 power

Hull Smasher Laser

Hull Laser 1&2

Hull Smasher Laser

"A powerful laser designed to maximize hull damage."

  • Costs 55 Ftlgame-scrap
  • Fires 2 shots with 14s cooldown
  • Damage: 1 (system bays) / 2 (systemless) per shot
  • Low chance of fire, moderate chance of breach
  • Requires 2 power
  • Despite the bonus damage to empty rooms, it's usually better to target systems
  • Enemies never use this weapon

Hull Smasher Laser Mark II

Hull Laser 1&2

Hull Smasher Laser Mark II

"This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot."

  • Costs 75 Ftlgame-scrap
  • Fires 3 shots with 15s cooldown
  • Damage: 1 (system bays) / 2 (systemless) per shot
  • Low chance of fire, moderate chance of breach
  • Requires 3 power
  • Despite the bonus damage to empty rooms, it's usually better to target systems
  • Enemies never use this weapon

Chain Burst Laser

Chain Laser Weapon 2-1

Chain Laser I

"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge."

  • Costs 65 Ftlgame-scrap
  • Cooldown profile: 16s/13s/10s/7s, -3s per step, 3 steps total
  • Fires 2 shots with 16s..7s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 2 power
  • Charge time resets to 16 seconds if the weapon goes offline.
  • Comes equipped on Ariolimax, and Kruos.

Chain Vulcan

Chain Vulcan

Chain Vulcan

"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."

  • Costs 95 Ftlgame-scrap
  • Cooldown profile: 11.1s/9.1s/7.1s/5.1s/3.1s/1.1s, -2s per step, 5 steps total
  • Fires 1 shot with 11.1s..1.1s cooldown
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 4 power
  • Charge time resets to 11.1 seconds if the weapon goes offline
  • This is the only non-missile weapon capable of single-handedly destroying any enemy ship
  • It takes 35.5 seconds before the Vulcan gets up to full speed, and until then it does very little.
  • This weapon is largely countered by Mark II Defense Drones

Laser Charger (S)

Laser Charger I

Laser Charger (S)

"This laser weapon can charge two times, giving it an additional projectile. This improved version only requires 1 power."

  • Costs 30 Ftlgame-scrap (cannot be bought or found)
  • Fires 1 shot with 5.5s cooldown, up to 2 shots
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 1 power
  • "Autofire" causes continuous fire, disables charging
  • This is the most power-efficient laser weapon in the game (tied with Dual Lasers)
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge both shots
  • Only available on the Simo-H
  • Enemies never use this weapon

Laser Charger (M)

Laser Charger I

Laser Charger (S)

"This laser weapon can charge two times, giving it an extra projectile."

  • Costs 55 Ftlgame-scrap
  • Fires or charges 1 shot with 6s cooldown, up to 2 shots
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 2 power
  • "Autofire" causes continuous fire, disables charging
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge both shots

Laser Charger (L)

Charge Laser II Weapon

Laser Charger (L)

"This laser weapon can charge multiple times, giving it additional projectiles."

  • Costs 70 Ftlgame-scrap
  • Fires or charges 1 shot with 5s cooldown, up to 4 shots
  • Damage: 1 per shot
  • Low chance of fire
  • Requires 3 power
  • "Autofire" causes continuous fire, disables charging
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge all shots