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AntiCraftLazer7
"Effective anti-craft defence system. Automatic targeting & firing when powered."

AntiCraftLazer1
AntiCraftLazer2
AntiCraftLazer3
AntiCraftLazer4
Level 1 Level 2 Level 3 Level 4
AntiCraftLazer5
AntiCraftLazer6
AntiCraftLazer7
Level 5 Level 6 Level 7

Summary

The Anti Craft Laser is a two powered room that is used purely for your ship's defence. The laser will only fire when enemy Hangar craft start swarming your ship. The laser is a high target weapon for almost all people due to its low power, so protect it well.

Strategy

Attacking

Since you have control over your ship when attacking, if you see that the enemy doesn't have a Hangar, depower it if your AI doesn't already do it. When the enemy does have a Hangar make sure to turn it on and keep it on. It will look like it is missing but it's actually just taking down the Craft's health little by little.

Defending

Make sure you have a ton of armor and crew ready to repair the Anti Craft Laser. Many players will target the laser as it is the only anti-craft weapon and a two powered room. Make sure to put this AI script aswell to save alot of power.

None -> Set Minimal Power

Enemy Craft Count > 0 -> Set Maximum Power

When To Use

Before Level 9

Before level 9, the Anti Craft Laser is a necessity as without it, the enemy Hangar will demolish your ship. When you get the option to build a second Craft Laser, do it if you can't counter the hangar well. Otherwise, it's your choice to build the second craft laser. Remember to armor the laser well.

After Level 9

If you cannot put two Anti Craft Lasers, just don't use this weapon. The enemy craft is sill going to overwhelm you with only one Anti Craft Laser. Many people also have their AI set to target the laser so i might confuse the craft to not even fire. Make sure that armor around the laser is no less than 5-4 if your gonna use it.

Statistics

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 0 0 1 1 1 2 2 2 2
Icon Name Size Damage Maximum Power Consumption
AntiCraftLaserIcon AA 2x2 0.3 2
Level Reload Time Upgrade Ship Level Required
Cost
central
Time
1 1.25s 50K 12h 5
2 1.2s 120K 1d 6
3 1.15s 250K 5d 7
4 1.1s 600K 1w 1d 8
5 1.05s 1.2M 1w 1d 9
6 1.0s 1.8M 1w 2d 10
7 0.95s 2M 1w 3d 10

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Support Rooms

Supports Via Healing: Med BayToiletFlower Gardens

Reactors: Small ReactorFusion ReactorCoal ReactorPower CapacitorLarge ReactorBackup Capacitor


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