Weapons Overview
From Breachway Official Wiki
Lasers
- Weapons of the laser class typically fall into one of two categories, Precise, and Beam weapons.
- Lasers primarily have a Red cost, with a secondary cost of G
- Precise (Pulse) Lasers
- Offer reasonable raw damage per R cost spent
- Laser Pulse is 3R for 4 damage, Paired Pulse is 4R1G for 3x2 damage, Heavy Pulse is 8 damage for 5R2G, Quick Pulse is 2R for 3 damage. So typically around or somewhat less than 1.5 damage per R spent, with any R reductions typically transferred into extra G cost.
- Deal excellent targeted systems damage, second only to railguns
- This makes precise Lasers an excellent defensive tool, as they effectively “block” damage by breaking enemy weapons, typically 3 Laser cards break a 12 HP system
- Conversely Lasers can also be an offensive enabling tool, as they can break the enemy’s shield generator, allowing you to tee off on the enemy ship with a hull damage type weapon (Missiles, Flak, etc.)
- Heavy Pulse with the +50% damage power from Arbalest Gunner crew power offers 12 system damage in a single card
- Has synergies with playing multiple pulse laser cards in the same turn (Catalyst Pulse, Overload augment, Booster Pulse)
- Be careful about trying to hold too many cards or a combo. Holding too many combo pieces will severely affect your ability to draw into additional combo pieces
- Offer reasonable raw damage per R cost spent