Friendship Laser

Total Cost
 Damage per Shot
 Shots per Second
 Range
 Damage per Second
 DPS per Resource

## Overview

* The Friendship laser is a special moderate tower that fires single powerful lasers at targets in range.
* They are known for their ability to be able to lend 50% of their damage to other friendship lasers if it's in their range and have nothing to shoot at themselves.
* It's best to be built in a close field to form a network.

## Notes & tactics

* The Friendship Laser is a single-target damage tower, capable of sharing its firepower with other F. Lasers within its range. The providing Laser doesn't need to be in the receiving Laser's range, only the receiving Laser has to be in the providing Laser's range.
* The damage boost gained by receiving a laser is equal to half of the damage the providing laser's normal damage. Due to this, towers will only forward their power to another tower if they don't have anything in range themselves.
* Each Friendship Laser can provide its firepower to multiple other Lasers (although only one at a time), and each Laser can receive firepower from multiple other Lasers.
* A Laser tower must be 'loaded' in order to provide its firepower. After firing at enemies, other towers in its range won't receive any firepower until the re-attack time (= one second) passes. This is rarely an issue, as each F. Laser has the same fire rate.
* Friendship Lasers can **not** forward firepower, provided from a previous providing laser, so keeping these towers close enough to each other is crucial for their performance.
* Like all projectile-using towers, Friendship lasers suffer from random sight obstructions like walls, rocks or other towers, so it is good to place them carefully. In the case with them, they would simply not fire if they cannot damage their target.
	+ *Projectile-towers are the Scatter lasers & the ones with targeting system.*
* Overcharging a Friendship laser gives 220 damage per 100 resources. This is 93,66% of the damage, gained by building level 3 Friendship lasers, being surpassed only by the Anti-air & Cannons in this specific ratio.
* All in all, Friendship Lasers are best used in groups of some, e.g. 2 to 6 and to span a gap between sections of the enemy pathways, which are used by the enemies at different times, to prolong the duration the Lasers can fire each round. An hyperextended net/chain of multiple Friendship Lasers isn't increasingly effective. The sight/space obstructions of a very high number of these towers can decrease the expected damage output and block other towers' sight, although it is mostly a small issue and there are seemingly low to no issues with little towers (Drones, Dispensers) and floating ones (Anti-air, Violators). Using a sole Friendship laser is a generally just temporary option, since the opportunity of towers working in a net can help greatly in random scenarios, particularly when the tower sight is obscured in some way. Whether to hurry with the upgrade or with the increasing in numbers appears somewhat wave- and space-dependent, since the upgrade is worth every resource spent due to the range gain, but these towers cooperate with each other greatly and if there are multiple weak lumes and there is no anti-crowd tower around, these are better off held level 1-2 for a bit longer to increase the numbers faster.
* Due to the high damage inflicted per shot (particularly when assisted) and averagely fast fire rate at the same time, Friendship Lasers are effective at penetrating armour as well as dealing with regular numbers of medium/low-health enemies. One shortcoming of them is dealing with lots of enemies, particularly if they are fast, since these towers have limited fire rate. A good thing about these lasers is, that they have mostly low to zero overkill damage and usually it is just Runners that they slightly waste damage against.
* The Range Spire can improve the coverage of the network, even causing otherwise distant lasers to "cooperate" with each other.
* Amp spire correlations
	+ A level 1 Amp adds same amount of damage as overcharging a Friendship laser to more than 2031 damage and makes for a bigger damage gain if being put before the overcharge.
	+ A level 2 Amp adds the same amount of dmg as overcharging a Friendship laser to more than 2543 damage and adding such Amp before further overcharging makes for a bigger damage gain.
	+ A lvl 3 Amp adds the same amount of dmg as overcharging a Friendship laser to above 3438 damage and adding such Amp before further overcharging makes for a bigger damage gain.
	+ Overcharging the Amp adds the same amount of damage as overcharging a Friendship laser to >11000 dmg and from then on, max dmg gain can be reached by putting **equal** resources between them.
	+ *These correlations are valid for the damage value, reached **only** via overcharging, without Tinkerer, Engineer, Core-tower synergy or already existing Amp spire. If any of these is in action, it is needed to calculate the damage, gained by pure overcharging (or to remove the buffs) to see the real efficiency stats. These 4 mentioned buffs stack additively with each other.*
* Friendship lasers can find good use mainly in low/average-resource games in the Easy & Campaign game modes, since in high-resource games they tend to fall behind other towers like the ACP, Drone, Anti-air & Gatling. The Drone is better even if it can hit at least just 2 lumes at once, while the ACP - at 4+ lumes. The Gatling and AA beat the F.lasers at single-target DPS. Soakers can be rendered more vulnerable faster with other towers like Drone & Gatling. A Range spire would generally exclude the F.lasers from Survival mode for the purpose of the other three mentioned ground towers.
* *The fire rate of the tower in-game is converted into shots per second this way: One in-game speed unit is 1/60 shots per second and therefore comes the easy calculation - Friendship lasers have 60/60 = 1 shot per second, which is the same as the fire rate of the level 3 ACP and the level 2 Cannons.*