Laser Tech


Last edited about 2 months ago by Chad.

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Laser Tech is a gate, not a weapon. Researching it does not make a single gun of yours hit harder. What it does is open the door to six other things: two defenses, two techs and two ships. That is the whole job.

You research it from the Research page like anything else. The level is account wide, so you research it once and every planet you own has it, including colonies you found later.

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What it does

Nothing on its own. Laser Tech has no combat effect at all. It does not add damage to a Laser Cannon, it does not add damage to anything else, and it does nothing for hull, shields, speed, cargo, fuel or energy. The tech that raises weapon damage is Weapons Tech, and that one adds 10 percent per level to every gun you own, lasers included.

The in-game description says Laser Tech is used for "advanced engines and weaponry". The engines half is leftover text from the old game. SFC2 has three engines, Jet Drive, Pulse Drive and Warp Drive, and not one of them looks at your Laser Tech level.

Requirements

A Research Lab at level 1, on the planet you start the research from. That is the only requirement, at every level.

The game data also lists Energy Tech level 2, but every new player starts with Energy Tech already at 3, so that one is met the day you sign up and the game does not even show it. Build a lab and you can start Laser Tech straight away.

What it unlocks

Laser Tech Unlocks Also needs
2Laser CannonShipyard 2
5Particle TechResearch Lab 4, Energy Tech 4
6Pulse CannonShipyard 4
10Plasma TechResearch Lab 4, Energy Tech 8, Particle Tech 5
12Hades Class BattleshipShipyard 8, FTL Tech 5, Warp Drive 5
14Zeus ClassShipyard 12, Energy Tech 11, Plasma Tech 9, Weapons Tech 11, Warp Drive 8, FTL Tech 9, A.I. Tech 12

The two techs on that list are why anyone researches this. Particle Tech at 5 and Plasma Tech at 10 sit in front of most of the good weapons and most of the good defenses, so a stalled Laser Tech quietly stalls half your tech tree. The two ships are the other end of the same story: the Hades needs 12 and the Zeus needs 14, and 14 is the highest level anything in SFC2 asks for.

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The More Info button on any Research page card opens that list, with a green dot next to everything you already qualify for.

Cost

Level 1 costs 200 ore and 100 crystal. Every level after doubles both. Laser Tech never costs hydrogen, and there is no level cap.

Level Ore Crystal Ore spent so far Crystal spent so far
1200100200100
2400200600300
38004001,400700
41,6008003,0001,500
53,2001,6006,2003,100
66,4003,20012,6006,300
712,8006,40025,40012,700
825,60012,80051,00025,500
951,20025,600102,20051,100
10102,40051,200204,600102,300
11204,800102,400409,400204,700
12409,600204,800819,000409,500
13819,200409,6001,638,200819,100
141,638,400819,2003,276,6001,638,300
153,276,8001,638,4006,553,4003,276,700

Doubling does what doubling always does. Levels 1 through 8 put together cost less than level 9 on its own, and the last two levels before the Zeus cost more than everything under them combined.

Research time

Research time counts ore and crystal only, and Laser Tech is the same 2 to 1 ore and crystal mix at every level.

Hours = (Ore + Crystal) ÷ (2000 × (Research Lab level + 1))

Level Lab 1 Lab 3 Lab 6 Lab 10 Lab 15
14m 30s2m 15s1m 17s49s34s
29m4m 30s2m 34s1m 38s1m 08s
318m9m5m 09s3m 16s2m 15s
436m18m10m 17s6m 33s4m 30s
51h 12m36m20m 34s13m 05s9m
62h 24m1h 12m41m 09s26m 11s18m
74h 48m2h 24m1h 22m52m 22s36m
89h 36m4h 48m2h 44m1h 44m1h 12m
919h 12m9h 36m5h 29m3h 29m2h 24m
101d 14h19h 12m10h 58m6h 58m4h 48m
113d 4h1d 14h21h 56m13h 57m9h 36m
126d 9h3d 4h1d 19h1d 3h19h 12m
1312d 19h6d 9h3d 15h2d 7h1d 14h
1425d 14h12d 19h7d 7h4d 15h3d 4h
1551d 4h25d 14h14d 15h9d 7h6d 9h

Four things change that number:

  • The lab that counts is the one on the planet you start from. Once you have the Advanced Research Communication Network your labs are added together instead, one to start with plus one more for every ARCNet level, and it stops mattering where you press the button.
  • The Research Relay alliance perk divides the time, up to half at the top level.
  • Only one research runs at a time across your whole account, and you cannot start one while a Research Lab is upgrading on any of your planets.
  • Cancelling a research in progress refunds the full cost to the planet that paid. You can also finish it instantly with credits, which costs 1.12 credits per second remaining and is free once there are under five minutes left.

Quests

Four quests pay out for Laser Tech levels.

Quest Needs Pays
Firing My Laser ILevel 2800 ore, 600 crystal
Firing My Laser IILevel 65,000 ore, 4,000 crystal, 3,000 hydrogen
Firing My Laser IIILevel 101,400 ore, 41,000 crystal, 47,600 hydrogen
Firing My Laser IVLevel 14247,000 ore, 61,000 crystal, 42,000 hydrogen
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The first one is free money: it pays 1,400 for two levels that cost 900. After that the tech doubles and the rewards do not, so by level 14 all four quests together have handed back about a tenth of what you spent. Take them as a nudge to keep the tech moving, not as a way to pay for it.

Worth knowing

Get to 2 early. It is the cheapest tech in the game at the bottom end, and level 2 costs 600 ore and 300 crystal all in. That buys you Laser Cannons, which are the wall you put up before you have anything better.

Then 5, then 10. Those are Particle Tech and Plasma Tech. Getting stuck under either of them holds up more of your account than the Laser Tech levels themselves cost.

Stop where your plan stops. Levels 13 and 14 exist for one thing, the Zeus Class. If you are not building a Zeus, 12 gets you the Hades and 10 gets you Plasma Tech, and the two levels you skip cost more than every level below them.

There is no reason to go past 14. Nothing in SFC2 asks for a higher level and the tech does nothing by itself, so the only thing more levels buy is the resources counting toward your rank. There are cheaper ways to buy rank.

See also

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