Lasers are now updated to start fires, lasers now does fire damage. Instead of AP (armour piercing) values lasers have intensity values like flamers and reduces the AP on blocks they hit: store.steampowered.com/news/app/268650/view/4201370227494677352
Your tutorials are the single reason that I've come back to FTD after over 5 years. Fantastic quality and super helpful! Not to mention always mindful of time. Thanks for being a fantastic contribution to the FTD community!
Actually laser damage ignores armor stacking, so a pulse laser still does full damage to stacked metal, you only need enough AP to break through the countermeasures of the enemy
Hmmmm. That would break the rules of kinetic damage, but would be appropriate for thump. Damage propegation on a laser isn't thump-like, though, it is very kinetic... I find myself curious if lasers are: A) weird, not following typical damage rules, or B) this is old knowledge that is currently outdated.
@@shawnreed343 Lasers don't take into account armour stacking because they are fairly easy to counter. Smoke combined with Alloy/any stronger material is a hard counter that's so easy to put onto nearly every craft. If they had to deal with armour stacking the poor old LH would be even more nerfed than they currently are.
You are completely right actually, I will pin this comment, like lasers do not for some very strange reason care about angles they also only care what the first surface they hit is, which makes more sense that the ignoring of angles (reflection anyone?) I shall pin this comment.
Huuhhhh. This is really weird. If they don't have angled dr (and I really thought they did), that would indicate the damage being done is thump. @GMODISM Would you perchance be willing to test the damage propegation on a laser that will destroy multiple blocks in one pulse? If the damage propegation is sideways rather than inward that's incredibly handy to know- it would mean laser damage is thump. Otherwise, lasers are just weird and have unique damage calculation properties.
never looked at lasers because i thought they always had to be connected to the big bulky system you have to make for it to work well, glad i decided to watch this and learn about the transmitters :D
Would it be a better idea to dedicate a generator to each turret or have one massive laser engine followed by plumbing the laser output to a more numerous array of turrets?
I have the LAMS set up the exact same way shown in the video (Connected to the basic laser prefab, with munition warners all over, separated with rubber) and the mainframe AI is turned on, but the LAMS will not fire at any projectiles. Is there some configuration I have to do in order to turn on automatic targeting and firing?
it is only below 80 AND sinking, so that damaged submarines will not live forever on low health, and sinking ships can't rest on the bottom but still fire small guns but not be reached, but I think you can customize these values in regular settings actually
Absolutely, not as good as lams nodes but in cases of huge missiles and doomcrams it is even preferable to make a long laser turret target them far away
@@GMODISM True but then you don't have to hunt more materials down. If you build a sub with a periscope turret so just the laser head is sticking out. It's so funny sneaking up and sniping out their AI for insta kill LOL! I know it's total cheese but sometimes cheese is fun=) I wish they would fix the bug on Huge Missiles where if you make them too long they get stuck. It was fun turning them into torpedos the size of ships just to slowly creep along and then ship is dead. So many resources wasted but such a satisfying kaboom lol!
@@GMODISM I have munition Warners right next to the LAM turret things. A previous cwis system I had would fire at shells, but the lam system doesn't for some reason.
@@nomuom2086 Well I got a general AI tutorial and a detection one, those combined with this should give all info you need, and that you have enough engine power.
Perhaps you don't have you pumps placed right so they can't charge. The large capacity ones won't charge unless you have them connected to the smaller capacitors with pumps attached. Also, like GM said, makes sure your engines can handle your laser's need for power. Add up your engine power, subtract what your engines use to move. Your laster won't get power unless there is a surplus left over. The amount of pumps you have determine how much power you laser needs to run optimally. Hope that helps.
Lasers are now updated to start fires, lasers now does fire damage. Instead of AP (armour piercing) values lasers have intensity values like flamers and reduces the AP on blocks they hit: store.steampowered.com/news/app/268650/view/4201370227494677352
Your tutorials are the single reason that I've come back to FTD after over 5 years. Fantastic quality and super helpful! Not to mention always mindful of time. Thanks for being a fantastic contribution to the FTD community!
Great to hear! Will try to make more of them frequently, but as you see there are many in that playlist already ;)
Actually laser damage ignores armor stacking, so a pulse laser still does full damage to stacked metal, you only need enough AP to break through the countermeasures of the enemy
Hmmmm. That would break the rules of kinetic damage, but would be appropriate for thump. Damage propegation on a laser isn't thump-like, though, it is very kinetic... I find myself curious if lasers are: A) weird, not following typical damage rules, or B) this is old knowledge that is currently outdated.
@@shawnreed343 I just confirmed it from the wiki, so it might be outdated, but I also vaguely remember testing it
@@shawnreed343 Lasers don't take into account armour stacking because they are fairly easy to counter. Smoke combined with Alloy/any stronger material is a hard counter that's so easy to put onto nearly every craft. If they had to deal with armour stacking the poor old LH would be even more nerfed than they currently are.
You are completely right actually, I will pin this comment, like lasers do not for some very strange reason care about angles they also only care what the first surface they hit is, which makes more sense that the ignoring of angles (reflection anyone?) I shall pin this comment.
Huuhhhh. This is really weird. If they don't have angled dr (and I really thought they did), that would indicate the damage being done is thump. @GMODISM Would you perchance be willing to test the damage propegation on a laser that will destroy multiple blocks in one pulse? If the damage propegation is sideways rather than inward that's incredibly handy to know- it would mean laser damage is thump. Otherwise, lasers are just weird and have unique damage calculation properties.
using lasers turrets as CIWS is very effective for countering big missiles while your LAMS deal with munitions and smaller target
Cool tip! Should try that sometime!
It's always more space efficent to do it the way he described, always.
never looked at lasers because i thought they always had to be connected to the big bulky system you have to make for it to work well, glad i decided to watch this and learn about the transmitters :D
Have fun zapping!
I would not be able to play the game without these videos
Glad they are helpful mate!
I've spent all day on lasers. Thank you for the discussion on the components
this was a very helpful guide, thank you!
You're welcome!
@@GMODISM Yeah, I love watching!
Would it be a better idea to dedicate a generator to each turret or have one massive laser engine followed by plumbing the laser output to a more numerous array of turrets?
Absolutely would recommend a central system like the gimle utilizes, especially if you got several turrets, loosing a turret then means nothing
I have the LAMS set up the exact same way shown in the video (Connected to the basic laser prefab, with munition warners all over, separated with rubber) and the mainframe AI is turned on, but the LAMS will not fire at any projectiles. Is there some configuration I have to do in order to turn on automatic targeting and firing?
Are the projectiles the enemies or yours?
@@GMODISM Enemy projectiles, It doesn't seem to work on CRAMs, APS, or missiles. Help would be greatly appreciated!
My question is: Would it be efficient to have more rows of lasers connected to one system for LAMSo n your ship, or should I split these up?
all lam nodes should be connected to all laser pump rows
Hi how to turn on these 4 arrows that show where the front of the block we want to place is.
I have a question how to change when a bad guy ship goes below 80%? I want to chage it to like 50%. Where is said too damaged low health
it is only below 80 AND sinking, so that damaged submarines will not live forever on low health, and sinking ships can't rest on the bottom but still fire small guns but not be reached, but I think you can customize these values in regular settings actually
I think an ACB can read target altitude.
Ty
welcome
That compact steam engine was really really good you should publish it to the workshop
At 0:37
Also thanks for making all these instant tutorials
You're welcome mate! Perhaps I'll release some of the templates, I can ask the aog officers what they think I could make public ^^
Could the lasers be made into CIWS? Anti-missile/shell CIWS?
Absolutely, not as good as lams nodes but in cases of huge missiles and doomcrams it is even preferable to make a long laser turret target them far away
Basically just add an extra ciws controller with higher priority for only super big stuff
More strong laser = need more engine power !!
That is so!
I CAN NOW CONSTRUCT THE PISS LAZER
Great, it shall be powerful
@@GMODISM MARCITOPANT SHALL BE PROUD
@@GMODISM als here a sub
RTG and lasers = freedom from material farming
Indeed, but THE COST! D:
@@GMODISM True but then you don't have to hunt more materials down. If you build a sub with a periscope turret so just the laser head is sticking out. It's so funny sneaking up and sniping out their AI for insta kill LOL! I know it's total cheese but sometimes cheese is fun=)
I wish they would fix the bug on Huge Missiles where if you make them too long they get stuck. It was fun turning them into torpedos the size of ships just to slowly creep along and then ship is dead. So many resources wasted but such a satisfying kaboom lol!
My LAM System isn't working. I have it set up with ai and detection components, but it doesn't shoot anything.
Munition warners are needed too, against quick shells
@@GMODISM I have munition Warners right next to the LAM turret things. A previous cwis system I had would fire at shells, but the lam system doesn't for some reason.
@@GMODISM I also don't know if my AI is set up for the warners and LAM correctly
@@nomuom2086 Well I got a general AI tutorial and a detection one, those combined with this should give all info you need, and that you have enough engine power.
@@GMODISM I got it working, 😊. Apparently they didn't agree with the turret I placed them on.
How do I let the ai take control of the laser
Same way as other weapons - put a weapon controller to point at the turret.
why does my multi purpose laser say have no energy
most likely it has none, perrhaps you forgot something in this video beginning, like power?
Perhaps you don't have you pumps placed right so they can't charge. The large capacity ones won't charge unless you have them connected to the smaller capacitors with pumps attached. Also, like GM said, makes sure your engines can handle your laser's need for power. Add up your engine power, subtract what your engines use to move. Your laster won't get power unless there is a surplus left over. The amount of pumps you have determine how much power you laser needs to run optimally.
Hope that helps.
i am first also great video for new players
Glad you think so!
Fucking life saver thanks mate
Welcome to the channel!
Ohhhh, so i need more engine power. It doesn't matter how much battery power i have.
Yepp XD
𝚙𝚛𝚘𝚖𝚘𝚜𝚖 😓
What?
is the blueprint for that steam engine at the start available?
It is kind of, this engine is installed on my construction platform that is up for public download, so just prefab one of them from there ;)
@@GMODISM Thank you