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WarLocke
Jun 6, 2004

You are being watched. :allears:
I think I'm shooting myself in the foot for doing this but I always upgrade my defenses/burner/warp drive/etc first before starting on weapons. All that stuff you need on every ship, so getting a better shield is never going to be a bad investment. But sometimes you move to a new ship and it has fewer turrets so you just have to convert that investment into something else anyway.

My Arcturus is mostly mkV except for the weapons, which are about 70% mkIV still, and money is actually starting to flow nicely now that missions are paying 200-400k each now. I think my net worth is something like 12.6 million spacebucks.

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Ravenfood
Nov 4, 2011
Got this game in the steam sale and having a blast. The problem I generally have now, though, is that I'm missing out on some sweet broadside action. I just made it out of the starter system in the Hammerhead with MkII Mining Lasers, Tachyon broadsides, Null-G boosters, and ramming shields. So far, it feels like I'm playing more of a fighter game and the optimal play is to get my mining lasers into range of the target and let them core out the shields for me while I spam tachyon shots at them, but the mining lasers are still doing most of the work. While it works great for killing other capital ships quick, adv. gunship swarms are rough and taping down the flak button seems to do gently caress-all.

Switch ships to the Icarus or Tennhausen? Use HS secondaries? EMP flak? switch turrets? Switch broadsides? The mining lasers just put out so much damage (is it me, or should mining lasers be the hull-only damage beam?) that its hard to not just ram enemies and let them go to work while I watch.

WarLocke
Jun 6, 2004

You are being watched. :allears:
When you get into bigger ships (and when you get to later systems when NPCs start showing up in bigger ships) broadsides become a LOT more important. NPC dreadnaughts can soak up turrets for a long time if that's all they have to deal with.

I used to think heat seeking missiles as a secondary was a waste of money, but they help a loving lot with big badass ships later on.

zedprime
Jun 9, 2007

yospos

Ravenfood posted:

Got this game in the steam sale and having a blast. The problem I generally have now, though, is that I'm missing out on some sweet broadside action. I just made it out of the starter system in the Hammerhead with MkII Mining Lasers, Tachyon broadsides, Null-G boosters, and ramming shields. So far, it feels like I'm playing more of a fighter game and the optimal play is to get my mining lasers into range of the target and let them core out the shields for me while I spam tachyon shots at them, but the mining lasers are still doing most of the work. While it works great for killing other capital ships quick, adv. gunship swarms are rough and taping down the flak button seems to do gently caress-all.

Switch ships to the Icarus or Tennhausen? Use HS secondaries? EMP flak? switch turrets? Switch broadsides? The mining lasers just put out so much damage (is it me, or should mining lasers be the hull-only damage beam?) that its hard to not just ram enemies and let them go to work while I watch.
Following the middleweight hulls through Tennhausen before a Minotaur and using their mobility to get mining lasers up near capital ship blind spots, Neutron broadsides quickly became fighter swatting machines for me. Decent range to snipe them and trim down the most dangerous missile ships before getting into the thick of it. Fighter and gunship swarms end up being harder than capital ships until your gear really takes off because you can always abuse capital ship blindspots, but a fighter or gunship is going to be constantly attacking you once it gets in range.

With turret hardpoints coming at a premium on something like the Tennhausen compared to other more turret loaded hulls at a similar cost, I found a generalist loadout of a couple mining lasers with balance pulse turrets to be a decent loadout, and at a certain point of upgrades your pulse turrets will autonomously swat fighters while you work on jockeying around up capital ship tail pipes. You can swap in particle lasers (or found viridian lasers if you are so lucky) in for as many pulse turrets as you feel comfortable with but going the specialist damage type route with so few turret hardpoints is more of a gamble, and usually based on something like a shieldbuster on manual control.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
I really hope modders mod the poo poo out of this game. I'm almost done with the story, I think, and I want more. (And I'm still in the Arcturus, lol.)

Azhais
Feb 5, 2007
Switchblade Switcharoo

Kesper North posted:

I really hope modders mod the poo poo out of this game. I'm almost done with the story, I think, and I want more. (And I'm still in the Arcturus, lol.)

I never left the Barracuda. Love that mobility

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

Azhais posted:

I never left the Barracuda. Love that mobility

Yeah, I can believe it, but I wanted something a little punchier. I've been pouring all my credits into upgrades instead of hulls. Might try the McKinley after this.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
Got a mk V Viridian laser yesterday :sun:

:staredog: It has a 3800 meter range.

Cathair
Jan 7, 2008
One of the other important things to notice about broadsides is that they are the most cost-effective way of improving your firepower, because one 'set' of broadsides fills every broadside port in your ship, sometimes for less money than replacing a single turret. While it's usually wise to upgrade defenses before weapons as mentioned above, your life will be a little easier if you make an exception for your broadsides.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Cathair posted:

One of the other important things to notice about broadsides is that they are the most cost-effective way of improving your firepower, because one 'set' of broadsides fills every broadside port in your ship, sometimes for less money than replacing a single turret. While it's usually wise to upgrade defenses before weapons as mentioned above, your life will be a little easier if you make an exception for your broadsides.

My life got way better after I stopped trying to shoot small ships (or aim in general) with my broadsides. I always just upgraded shields to the highest buffer I could find (didn't really care about refresh rate) and the highest dps neutrons, boosted in next to the nearest victim capital ship, hugged it as close as possible to use it as a shield from its buddies, then spammed my broadside button like I was having a seizure. Then boost out, let shields regen, repeat.

mp5
Jan 1, 2005

Stroke of luck!

Just picked this up on the Steam Sale.

I'm finding trade to be kind of a pain in the rear end, but it definitely seems like the best/most reliable way to make money. I think the most irritating thing about it is that stations often only have 1-2 items in stock of desirable commodities, so I have to do laps around a sector to fill up my hold. Even reliably having just 10-15 Tachyon Salt would be way better than hoping they even have 1.

I'm assuming the best way to do it is to run laps around stations, then go to another sector where prices are super high for the item you've stocked up on?

zedprime
Jun 9, 2007

yospos

mp5 posted:

Just picked this up on the Steam Sale.

I'm finding trade to be kind of a pain in the rear end, but it definitely seems like the best/most reliable way to make money. I think the most irritating thing about it is that stations often only have 1-2 items in stock of desirable commodities, so I have to do laps around a sector to fill up my hold. Even reliably having just 10-15 Tachyon Salt would be way better than hoping they even have 1.

I'm assuming the best way to do it is to run laps around stations, then go to another sector where prices are super high for the item you've stocked up on?
If you like space trucking, join the Merchant's Guild and do their space trucking missions. You have a choice of them supplying a large amount of material to you to just take somewhere, or else a request to source your own small amount of material by buying it yourself and take it somewhere. So you can take the second option if you don't want it to be totally brainless. It will also add blockades to the destination station so maybe be prepared for that.

WhiteHowler
Apr 3, 2001

I'M HUGE!
Trading never really becomes a huge moneymaker. After the first couple of sectors, you can get far more cash in much less time by taking mission contracts.

Even the end-game goods don't bring in nearly as much money as running side missions.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

mp5 posted:

I'm assuming the best way to do it is to run laps around stations, then go to another sector where prices are super high for the item you've stocked up on?

Just do Merchant's Guild "drop" missions in a Barracuda or Sturville with a null-grav booster, if you do them from a high-difficulty system they'll be in the 500k-1m range most of the time, and it's trivial to evade pursuit. Quite good... I almost said isk/hour. Good money for the time spent, though I usually take a look at the market whenever I pass through a station and pick up anything I see a good price for.

drgnvale
Apr 30, 2004

A sword is not cutlery!
This game is really evocative of the parts of Eve I enjoyed the most. Zooming around in my Sturville, zooming in and blowing up a cruiser then scooting off reminds me of everything good about the vagabond.

Edit: Just scored some Mk6 Field impact shields off of laser-dude invader. Was really hoping for an upgrade to my mk2 green lasers, but the shields are great. Went from 4k shields to 15.6k; my ship is even more like a vagabond now.

drgnvale fucked around with this message at 07:14 on Jan 5, 2016

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

drgnvale posted:

This game is really evocative of the parts of Eve I enjoyed the most. Zooming around in my Sturville, zooming in and blowing up a cruiser then scooting off reminds me of everything good about the vagabond.

Yeah, but I keep worrying about falloff and transversal and playing as if they're as big a factor in this game as they are in EVE. I'm pretty sure the game actually has transversal, not sure about falloff though.

GotLag
Jul 17, 2005

食べちゃダメだよ
What the hell is transversal

RFC2324
Jun 7, 2012

http 418

GotLag posted:

What the hell is transversal

Go play EVE to understand.

Or better, don't. You really don't want to understand.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

RFC2324 posted:

Go play EVE to understand.

Or better, don't. You really don't want to understand.

This is 100% completely accurate. But in case you're really curious...

GotLag posted:

What the hell is transversal

:ullerrm: The speed at which stuff moves perpendicular to you - or in RG's case, orbits around you, making it harder to hit when aiming. Some games (like EVE, and Rebel Galaxy) simulate this by assessing less damage against targets with high transversal velocity. This allows ships like the Barracuda and Sturville to do what we in EVE would call "speed tanking" (and to some degree, passive tanking).

drgnvale
Apr 30, 2004

A sword is not cutlery!
Another work night, another 3 am quitting time. This game is hitting the same pleasure centers skyrim did, in addition to all the eve stuff. When should I upgrade from my Sturville to the next ship from the merc guild? I'm up to about 30m in assets and 11m liquid, and all of my tanking gear is mk 6, weapons are mk 6 broadsides and mines, and a mix of mk 6 and mk 5 turrets. Navigational gear ranges from mk 4 to mk 6, so I'll probably want to upgrade that stuff a bit more before jumping into a big rear end ship. I also assume I'll want to get the navigational upgrade to make it just a bigger, somewhat less agile Sturville with more punch.

Nemo2342
Nov 26, 2007

Have A Day




Nap Ghost

Kesper North posted:

Good money for the time spent, though I usually take a look at the market whenever I pass through a station and pick up anything I see a good price for.

This was pretty much how I made all of my money in the first system. Just hopping to the nearest station on the way to my mission target, buying up any items that were at least 1k less than sector average, then hanging on to them until I could sell them.

It starts off slow, until you get lucky and buy something like Alien Artifacts (which I seem to see pretty often at the Merchants Guild) for 10k and flip them for 20k two stations later. It also helps if you keep an eye on the news for events like Celebrations and Famines that will let you get huge returns on some of the big ticket items like Tachyon Salt.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

drgnvale posted:

Another work night, another 3 am quitting time. This game is hitting the same pleasure centers skyrim did, in addition to all the eve stuff. When should I upgrade from my Sturville to the next ship from the merc guild? I'm up to about 30m in assets and 11m liquid, and all of my tanking gear is mk 6, weapons are mk 6 broadsides and mines, and a mix of mk 6 and mk 5 turrets. Navigational gear ranges from mk 4 to mk 6, so I'll probably want to upgrade that stuff a bit more before jumping into a big rear end ship. I also assume I'll want to get the navigational upgrade to make it just a bigger, somewhat less agile Sturville with more punch.

I took a side-trip into the Arcturus after the Sturville to earn some more cash; it's heavier and slower but feels punchier and more solid. YMMV. I also upgraded my gear pretty aggressively rather than buying new ships. I'm just now about to pull the trigger on the Minotaur, and after that I'll be saving up for dread turrets.

GotLag
Jul 17, 2005

食べちゃダメだよ
I sold off all the junk-tier goods wherever the price was within shouting distance of average, and sold everything else to merchants. Rescuing merchants from pirates and then selling all your poo poo to them is a fantastic money-maker.

The Claptain
May 11, 2014

Grimey Drawer
I bought this game on sale this Sunday and I already have 21 hours played.

I am currently in my Sturville with that beam broadsides, ramming into poo poo and discharging, it feels great. Gameplay, altough simple enough, is pretty engaging, and soundtrack alone is well worth the money. I imagine piloting the craft with truckers hat on, poo poo hanging off rearview mirror and one arm out of the window. I wish there were more games like this.

On a more serious note, any recomendations on turrets? Like I've said, I'm using beam broadsides, and mostly rely on them so I am leaving turrets to shoot on any target. I've been flying with two pulses, two flaks and one beam, though I have just changed pulses for ions, but to tell the truth I have no idea what I am doing.

WarLocke
Jun 6, 2004

You are being watched. :allears:

Doctor Bombadil posted:

On a more serious note, any recomendations on turrets? Like I've said, I'm using beam broadsides, and mostly rely on them so I am leaving turrets to shoot on any target. I've been flying with two pulses, two flaks and one beam, though I have just changed pulses for ions, but to tell the truth I have no idea what I am doing.

I don't use any of the ammo-limited turrets, since I want them shooting at everything and the ammo count for turrets is way too low.

I tried going all-particle beam and it was great for melting capital ships, but you waste a lot of firepower on fighters since the turrets tend to focus fire, and more than 2 or maybe 3 beams on a fighter is way overkill. Also, the cooldown/spool-up time on them and their damage-over-time aspect can bite you in the rear end if you have to hit your deflectors.

Scatter and Pulse turrets may seem underwhelming looking at their stats, and the low-mark ones seem to miss fighters a lot, but their projectile speed goes up with better versions, making them a lot more accurate. And while their on-paper damage output isn't impressive, they fire constantly and immediately get to work when you let up the deflectors. IMO they're pretty good workhorse turrets.

Ion turrets I'm still feeling out. You probably don't want to have these shooting at fighters, since they tend to have basically no shields anyway (and I think the turrets aren't that good at hitting fighters), but one or two set to fire on capitals only can be really nice with that 300% damage to shields.

Right now with a 9-turret Arcturus, I'm rocking 2 Scatter, 2 Pulse, 2 Ion, and 3 Particle Beam, and it seems to be a pretty effective mix.

e: Flak turrets are a trap, don't ever use them. They only damage fighters and their max range is incredibly short, to the point that many types of fighters never have to get that close in order to shoot you. They do tend to murder fighters that get that close, but IMO a Scatter or Pulse still does the same basic job, with longer range, and actually works on bigger ships.

WarLocke fucked around with this message at 22:33 on Jan 5, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I used a 1 laser to 3 pulse turret ratio, with the lasers set to engage fighters, and it worked really well. Just use the pulses to augment whatever broadsides you're using.

GotLag
Jul 17, 2005

食べちゃダメだよ
I got excellent mileage from flak turrets on my Blackgate. Four flaks, the rest lasers set to capitals only, and a mercenary set to fighters only. Fighters and bombers become something that happens to other people.
I also had the upgrades installed that extended projectile turret range and increased rate of fire.

Basically every enemy light craft that approached me exploded during its first attack run.

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
EMP Flak secondaries are boss though, since they paralyze fighters.

e: GotLag's setup sounds good though, I'll probably run something similar when I get in a Blackgate.

Also, it's worth hunting Korians in hopes of getting them to drop Viridian Lasers - they're like mining lasers in that they do high shield and armor damage, but with the range of particle beams. I got a Mk V drop the other night and it has a 3800m range!

They want our organs, we want their lasers; it's a fair trade.

Kesper North fucked around with this message at 23:32 on Jan 5, 2016

WarLocke
Jun 6, 2004

You are being watched. :allears:

Kesper North posted:

EMP Flak secondaries are boss though, since they paralyze fighters.

EMP Flak is nice, but Heat-Seeking Missiles can be clutch when you end up having to fight 3 dreadnaughts at once. IMO after a certain point handling fighters becomes less of a hurdle than breaking through large capship tanks, and the up-front punch of heat seekers can help a lot with that.

I really want some of those uber Korian lasers but the only one I've gotten so far was mk2 and shity compared to mk4-5 normal stuff. :(

double nine
Aug 8, 2013

I'm new to this game, did anyone ever figure out the types of goods that get produced in different space stations? From the look of the menu, science, military, mining ... stations seem like they should produce/consume different stuff but it's too difficult to keep track of where I first bought what...

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

WarLocke posted:

EMP Flak is nice, but Heat-Seeking Missiles can be clutch when you end up having to fight 3 dreadnaughts at once. IMO after a certain point handling fighters becomes less of a hurdle than breaking through large capship tanks, and the up-front punch of heat seekers can help a lot with that.

I really want some of those uber Korian lasers but the only one I've gotten so far was mk2 and shity compared to mk4-5 normal stuff. :(

There's apparently a trick where you can farm Korian invasion fleets, just kill everything EXCEPT the one named "Korian Invader", dock and then restart the game; the Korians will respawn. I haven't tried this yet but supposedly it works.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Backing the usefulness of Pulse Turrets both for their excelent range and rate of fire. Beams are great, but they have a startup time and deal their damage over a duration, which is something to consider on a smaller ship.

Using the deflector will cancel a beam and put it back on cooldown, either cutting it's damage short of preventing it from firing entirely (sometimes it would fire anyways, but usually it just kaput).

You don't have to really worry about this if you are on a dread. But on smaller ships, a few Pulse turrets will always make sure you are firing constantly and at one of the longest ranges in the game. I always tended towards 1/4 Pulse and 3/4 Beams (with a gimmick turret to fit my whims).

Also, I had much better "Anti Fighter turret" Mileage in the early to mid game by setting my top rear most turret as a Pulse turret set to Anti-Fighter. Scatter is too short range on it's default for my liking, swarm missiles hit hard but ran out of ammo fast and were slow firing... and I can can't on my hand how many times flak turrets didn't uselessly miss a heavy fighter moving slower than my Manticore. Every time I hear about people saying theirs work great I wonder why my luck is so terrible.

Beams are great at loving up fighters, but without fancy lategame Viridian they won't have they didn't quite have the range the range to shoot back at the bombers and heavy fighters hanging back and lobbing stuff at me. Beams ARE much, much better when they are in a position to do their job though. But I'd go crazy without one or two Pulse Turrets along for the ride.

EDIT: Oh right, I am a fan of setting a few turrets to the "My Target" type (NOT, Locks only). This would let me make sure some of my firepower was always focused on what I was looking at, while everything else did what they wanted. Hate a particular fighter? BAM, two beams and pulse turret hate you and you alone, while the rest of my guns keep firing on a destroyer nearby.

That targeting type will ALSO aim them at your lock on target. Which you need to aim at specific things like the turrets and EMP missile launchers on an enemy dreadnaught. Normal targeting, they will only aim at the center mass of the dread even if you lock on the turrets (last I played). Locks only, the guns won't do anything without a lock on. But set to your target in general, it will fire at your lock on targets, just as well as anything you are looking at without a lock.

Seriously,try out setting one or two of your turrets with a wide angle of fire to the general Your Target setting. No more wishing your turrets would fire on a specific enemy in a huge clusterfuck without a lock on. Made a world of difference for me picking off bombers instead of my guns attacking every basic fighter in the galaxy first.

Section Z fucked around with this message at 00:19 on Jan 6, 2016

Last Transmission
Aug 10, 2011

double nine posted:

I'm new to this game, did anyone ever figure out the types of goods that get produced in different space stations? From the look of the menu, science, military, mining ... stations seem like they should produce/consume different stuff but it's too difficult to keep track of where I first bought what...

There is another aspect to trading than just the general station type: government and economy types also influence the market heavily. But seriously trade good spawning in stations is poo poo for consistent player trading and you get way more money for your trouble doing high level dead drops. in a fast ship with the best shields and mobility you can afford, of course.

Another thing I learned when I went straight from Barracuda to Blackgate post story is that the larger the target the less you need to charge your broadsides. The volleys are well aimed at half charge against destroyers and above. And the closer you are the more difficulty the three seperate broadside banks of the Blackgate have at concentrating fire. since the pirate leviathans and gargantuas are Blackgates you can exploit it with a small ship by wedging yourself inbetween the middle and either the forward or rear banks on either side.

In fact, dreads are easy pickings in small ships if you exploit their geometry aggressively with ramming deflectors.

The Claptain
May 11, 2014

Grimey Drawer
Judging by all the different advice regarding turrets, I suppose I will keep experimenting, but now I know what I can expect from different turret types.

Section Z posted:

Backing the usefulness of Pulse Turrets both for their excelent range and rate of fire.

I already found this out, while I was flying driving Tennhausen I fitted all pulse turrets and it was killing machine.

Nordick
Sep 3, 2011

Yes.

Doctor Bombadil posted:

and soundtrack alone is well worth the money. I imagine piloting the craft with truckers hat on, poo poo hanging off rearview mirror and one arm out of the window. I wish there were more games like this.
It really can't be stated enough how awesome the soundtrack in this game is. Not only are the songs themselves really good stuff, the way they dynamically change depending on the situation is really well done.
And the custom soundtrack feature is great, I wish more games did that. I added a bunch of oldschool stoner- and blues rock stuff into the mix and it just meshes perfectly with the vanilla tracks.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Doctor Bombadil posted:

Judging by all the different advice regarding turrets, I suppose I will keep experimenting, but now I know what I can expect from different turret types.


I already found this out, while I was flying driving Tennhausen I fitted all pulse turrets and it was killing machine.

Yeah, honestly every turret is "Good" (Though my personal experience with flak turrets is poor), when they get to shoot at things. Though the range on scatter turrets is too short by default for me to ever want them without the turret range extended. Those missile swarm turrets are really strong, and I would have stuck with them if I didn't keep running out of ammo in the middle of late game warzone missions even when they were set to fighters only.

If and when I dust this game off and and finally get a proper dreadnaught for the hell of it postgame, I'm gonna put all Pulse on it for giggles to have a space bullets rampage even if a bunch of beams would be more efficient.

Honestly, it's the cost of more turrets that's the real pricetag ballbuster, compared to buying a Dreadnaught itself. That as much as it's speed is why I stuck with my Minotaur for the last stretch.

As for Broadsides, I really loved those Electrobolt(Eletropulse?) ones, the projectiles that deal extra deflector damage. But I've never seen any higher thank MK3 all game, even when roaming around MK6 areas and missions. Beam broadsides are strong as hell but I just liked those fancy projectiles.

Section Z fucked around with this message at 01:00 on Jan 6, 2016

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
Here's a protip for Neutron Beam broadside fans: While the broadside fires for a second or two, you don't need to leave your deflectors down that whole time. You can trigger the neutron beam and instantly hit your deflectors, and the beams will continue to fire.

Nemo2342
Nov 26, 2007

Have A Day




Nap Ghost

WarLocke posted:

I don't use any of the ammo-limited turrets, since I want them shooting at everything and the ammo count for turrets is way too low.

I like having a single Leech turret to use against the bigger ships with shields. Other than that I agree, the ammo count on turrets is a bit too low for me to use them regularly (since mine are largely for swatting fighters).

The Claptain
May 11, 2014

Grimey Drawer

Kesper North posted:

Here's a protip for Neutron Beam broadside fans: While the broadside fires for a second or two, you don't need to leave your deflectors down that whole time. You can trigger the neutron beam and instantly hit your deflectors, and the beams will continue to fire.

Yep, found that feature out today. They also seem to reliably hit fighters and bombers when aimed.

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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Doctor Bombadil posted:

Yep, found that feature out today. They also seem to reliably hit fighters and bombers when aimed.

Even when only aimed for a short time, at least one of the beams will burn through the fighter.

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