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4 with an AmpGem.
If you place the laser further inboard, it won't be able to destroy the missiles in time.
Checked and added the Reactor bug/feature/thing to the guide - an interesting detail for sure, though likely rarely relevant in practice :)
Well, the modules do technically have a nice variety of abilities, I guess they just don't synergize so well with each other as the (fewer) weapons in the Creeper World games, for example.
Adding more of them doesn't really solve this :D
I suppose, we can hope for a Particle Fleet 2 one day! :)
15 energy a second just hurts general usage of it too much, and I never noticed the auto setting was that ineffective. I thought it actually activated in preparation for impacts & stopped otherwise.
Also a interesting bug/detail about reactors is for whatever reason. They provide energy even if the reactor itself hasn't finished building (you can tell by it being greyed out.)
So when making reactor ship designs it's something to consider putting them near the command module or in front of more important modules. As if they're near the command module they can help build the rest of the ship and otherwise can literally help rebuild itself.
I'm pretty certain this is a bug as it looked like they provide the full 1.5 energy a second rather then gradually providing more as they were built.