Weapons Overview

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Revision as of 01:28, 2 October 2024 by VisionofFire (talk | contribs) (Initial post with Laser information copied from the demo guide)
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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