Mining Laser

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Mining Laser
Mining laser turret base.png
EnergyDamageIcon.png
General Information
Mount Small, Hybrid
Primary Role Point Defense
Ordnance points 1
DPS 30
Damage type Energy (Beam)
Range 600
Flux/sec 10
Accuracy Perfect
Turn rate Excellent


Cheap utility laser that is hardwired for missile and fighter defense. This configuration gives it longer range than most point defense weapons.

A Mk I mining laser features a fluoride gas gain medium refitted for combat. The micro-asteroid targeting package has been repurposed to track and target incoming missiles. Mostly useless for anything larger or armored targets. Has a built-in 670nm tracker beam.

–In-Game Description


An extremely cheap point defense weapon with almost nonexistent flux buildup and the unique trait of being the only non-missile weapon that only costs 1 ordnance point. Mining laser serves as an alternative to both LR PD laser and normal PD laser. It has a good range of 600 units, making it effective for frigates, however it lacks damage per second to deal quickly with most threats. It's relatively good if a ship design has a few small energy points to fill with a small ordnance point budget. For example, if a Fury decides to include a bunch of expensive PD options like burst PD laser and a few LR PD lasers, it serves well to fill the rest with mining lasers. Even though their damage is limited, they may achieve the objective of neutralizing missiles already weakened by previous point defense.

However, the mining laser has an alternative and potentially more useful application; putting it inbetween/near other weapons to absorb EMP arcs, causing them to arc to the mining laser and taking out what's pretty much just a mere 30 DPS at knifefight range, instead of disabling other, more important weapons that could otherwise be taken offline more easily if the EMP arcs were hitting something else. This tactic works on pretty much any ship with spare small ballistic/energy/hybrid slots; for synergy, composite, and universal slots, then you're better off doing this with any of the 1 OP missile weapons; not only do they provide the same EMP arc wasting effect, but they can also provide a single extra high strength explosive hit to destroy armor on an enemy ship; but using missile-capable slots for a relatively minor benefit is questionable unless the ship has barely any missile slots to begin with (and isn't a frigate/destroyer) and should only be done if you really don't have anything else to put in those slots.

Still, you're probably better off just using those spare extra OP on capacitors if you're not at the maximum amount; the extra flux (and effective shield HP) will probably do more than just adding a near-useless weapon that will barely give any benefits for the weapon slot it takes up.

Animation

Mining Laser.gif


Change History

0.96

  • Reduced OP cost to 1
  • Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)

0.95a

  • Reduced flux/second to 10 (was: 35)
  • Increased turn rate to 80 (was: 30)
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Only up to date for version 0.96a. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History.