The Laser array connects repeated damage ticks to several targets instead of firing a traveling projectile. It is useful for steady pressure and target-rich fights, but the module itself is fragile.
Laser live module render
Live mini canvas: module cards reuse the current ship-module renderer.
- Role
- Multi-target precision
- Module HP
- 70
- Mass / drag
- 0.5 / 0.1
- Build price
- Dynamic; next module starts at 100 gold
- Damage tick
- 5 every 0.4s
- Range
- 12
- Targets
- 2 multiplayer / 3 shared local cap
- Damaged output
- 70% at 50% HP or lower
How it works
The shared configuration defines range 12, 5 damage every 0.4 seconds, and up to three targets. Current multiplayer authority limits one Laser to two simultaneous targets, so the networked battle value is controlled multi-target pressure rather than a three-target promise.
Best uses
Keep pressure on multiple drones or light enemies.
Avoid projectile travel-time misses against agile targets.
Supplement a burst weapon with consistent finishing damage.
Placement and hull design
At 70 HP, Laser is the least durable player module. Protect it inside a wider hull or behind Shield coverage rather than using it as the front edge.
Synergies
Shield for protecting the low-HP emitter.
Missile for burst damage while beams maintain pressure.
Failure points and counterplay
Laser tick timing is not accelerated by the Reload upgrade in current multiplayer.
Splitting damage across targets can be weaker than focused fire when one objective must die immediately.