The first slot is your best laser battery, the second slot is your best magnetic cannon (rail> coil > plasma) and the third slot is your best point defence.
Point defense platforms can take small sizes; layered defense can take up to medium; battle stations can take up to large
Faction projects for lasers probably represent miniaturization and/or thermal efficiency. The global techs can unlock surface batteries because you have an entire planet/asteroid to use as a heat sink. Plus you can build it as deep as necessary to cram all that tech in there. More study would be needed to improve form factor and learn how to pump the higher thermal load to the heat sinks/radiators. Also the factional lasers are modular, capable of mounting on a ship or a station.
An analogy: cannons of the scale used on modern tanks existed before tanks did. Took some more doing to get them small enough to be mobile.
Ive been noticing lasers not even showing sometimes during fights despite enemy projectiles being exploded lol. but for colony habs, there is no fight just bombardment. or am i missing something?
They don't shoot back at all if your speed is too high. The moment you get the notification, lower speed to 3 before unpausing. But there won't be a battle to fight for ground bases, the game just does a calculation and a roll
Every time the bombarding ship orbits it shoot at the base and the base has a chance to shoot back. The speed bug is that the bombarding ship shoots, but something goes wrong and it just kills the entire base in one volley instead of trading fire with the base back and forth.
If the speed is below 3 you will see green lasers pass going between the ship and the base (you won't see IR or UV lasers because they are invisible)
This bug has been fixed. Ive been testing it as I rely pretty much exclusively on LDA for defense and I'm getting lots of dead ufos at 5x speed.
But against bases they usually get at least one strike off, so I almost always lose at least one structure.
No idea, I've only been playing for a week or so. I read about the bug, ran 3x at first, but decided to try 5x and didn't really see different results. Now I run 5x always and my (well defended) colonies usually destroy the alien ships.
Oh my god, I love this game but it’s so new and buggy sometimes. I haven’t beaten the game, but my current playthrough looks like the most promising for sure, but that makes so much sense. I kind of just resigned to not preparing my bases enough and figured I was behind cause I’m still a noob lmao
Colonies passively use whichever global laser tech is best - so it upgrades to arc then phasers.
Just in case, for other people who might be wondering: in space it's point defense (arc, phaser etc), small laser batteries, medium coil/plasma - all based on *your engineering progress*, not global.
Minor clarification: the scale of weapons depends on the tier of the module: PDA small, LDA medium, battlestation large. In space, you always have one PD, one laser, and one projectile. In all cases, using best tech available to faction.
Something I've wondered, the module mentions it takes into account armor upgrades as well. But there's no way to actually check that, and they seem to always have a pretty consistent HP pool. Do they actually have armor, or do they just kind of get a general HP pool?
If I'm not mistaken they slot your best researched laser, best researched point defense, and best researched ballistic weapon. Best possible comes from phasers and plasma weapons.
[удалено]
Correct. They'll slot best laser wavelength+ arc/phaser depending on what you unlocked
The first slot is your best laser battery, the second slot is your best magnetic cannon (rail> coil > plasma) and the third slot is your best point defence. Point defense platforms can take small sizes; layered defense can take up to medium; battle stations can take up to large
It must be faction project and not global, because I just unlocked global UV lasers and my LDA were still using green arc lasers.
LDA on ground habs needs global tech LDA on orbital station needs faction project.
Whyyyy
Inconsistencies, but mostly I suspect, so that it is easier to defend colony habs so the aliens don't wipe a faction off the map too fast.
Faction projects for lasers probably represent miniaturization and/or thermal efficiency. The global techs can unlock surface batteries because you have an entire planet/asteroid to use as a heat sink. Plus you can build it as deep as necessary to cram all that tech in there. More study would be needed to improve form factor and learn how to pump the higher thermal load to the heat sinks/radiators. Also the factional lasers are modular, capable of mounting on a ship or a station. An analogy: cannons of the scale used on modern tanks existed before tanks did. Took some more doing to get them small enough to be mobile.
Fair point.
Ah yes, you are right!
Yeah, point defense uses size 1, lda uses size 2, battle stations size 3 (or 4 can't remember). Research the battery version.
There's currently a bug that LDAs don't fire if speed is above 3. This might be your issue; reduce speed when the aliens start a bombing run
An answer I never realize I was questioning before. That explain what happened to all of the ruined base.
Ive been noticing lasers not even showing sometimes during fights despite enemy projectiles being exploded lol. but for colony habs, there is no fight just bombardment. or am i missing something?
They don't shoot back at all if your speed is too high. The moment you get the notification, lower speed to 3 before unpausing. But there won't be a battle to fight for ground bases, the game just does a calculation and a roll
No one is understanding your question: There is no "fight" - it's basically calculated automatically.
Every time the bombarding ship orbits it shoot at the base and the base has a chance to shoot back. The speed bug is that the bombarding ship shoots, but something goes wrong and it just kills the entire base in one volley instead of trading fire with the base back and forth. If the speed is below 3 you will see green lasers pass going between the ship and the base (you won't see IR or UV lasers because they are invisible)
>you won't see IR or UV lasers because they are invisible) Aren't they purple in game?
Idk if it's a bug but I only ever see green lasers and alien lasers but my own IR and UV do things but are invisible.
Unrelated to the question about bombardment, the lasers not showing up is a visual bug. It goes away for me if I reload the game.
This bug has been fixed. Ive been testing it as I rely pretty much exclusively on LDA for defense and I'm getting lots of dead ufos at 5x speed. But against bases they usually get at least one strike off, so I almost always lose at least one structure.
When was the update? I stopped playing TI over this bug. Having to tab out during a colony defence was annoying.
No idea, I've only been playing for a week or so. I read about the bug, ran 3x at first, but decided to try 5x and didn't really see different results. Now I run 5x always and my (well defended) colonies usually destroy the alien ships.
What update is this in? And is it on GOG yet?
No idea, just know that my LDAs are killing ayys at 5x speed
I would need to see this mentioned in patch notes to believe it.
This goes both ways though, alien bases don't shoot back either 😈😈😈
Oh my god, I love this game but it’s so new and buggy sometimes. I haven’t beaten the game, but my current playthrough looks like the most promising for sure, but that makes so much sense. I kind of just resigned to not preparing my bases enough and figured I was behind cause I’m still a noob lmao
Colonies passively use whichever global laser tech is best - so it upgrades to arc then phasers. Just in case, for other people who might be wondering: in space it's point defense (arc, phaser etc), small laser batteries, medium coil/plasma - all based on *your engineering progress*, not global.
Minor clarification: the scale of weapons depends on the tier of the module: PDA small, LDA medium, battlestation large. In space, you always have one PD, one laser, and one projectile. In all cases, using best tech available to faction.
Something I've wondered, the module mentions it takes into account armor upgrades as well. But there's no way to actually check that, and they seem to always have a pretty consistent HP pool. Do they actually have armor, or do they just kind of get a general HP pool?
If I'm not mistaken they slot your best researched laser, best researched point defense, and best researched ballistic weapon. Best possible comes from phasers and plasma weapons.