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Till you get the hang of mixing and matching yourself I'd recommend a compliment of Missile and Slugs on your top turrets, about 50/50 on your medium hull hunters with your pick of beams and/or laser hardpoints for the remaining broadside mounts. This will let your hunter hulls keep the pressure on regardless of range they are forced to engage due to whatever battle tactic card you end up needing to play. Medium coordinator hulls are a bit peculiar to work with based on your faction but in general slapping them with beam weaponry and debilitating weapons like turret emp or shield disruption modules is a great way to hamstring your foe till they start fielding more specialized hulls.
From what I have seen the only way to augment flak damages is the support module. Even things like the kinetic enhancers don't change the damage and at face value I'm going to make a solid bet admiral skills function the same way.
I gives slightly more utility to Protector and Coordinator ships in the later game, so it's an interesting balance decision.
Making things up? Nice.
Yes, Flak does get multiplied by flak multiplier. Also gets benefit from damage sources like hero skills with generic damage, or ship ranks.
It's already fixed in prepatch preview, and community fixes, so the weapon card shows the damage with the multiplier.
Missiles in current vanilla also do not get any health multiplication, so flak usually one-shots any missile, be it from a carrier or behemoth, or a small attack ship, regardless...
Flak shoots three times per second and has 100% accuracy, so flak completely obliterates any missile opposition or squadrons, because also has a ridiculous 20% effectiveness against them.
If you want a more fair experience with flak, and not total dominance with little effort, check out Excellent Space 2 or ESG.
To amend my previous statement to not make never players confused, no, the only way to modify flak damage in came is to use the support module or add more guns. Out of game it can be adjusted in any number of ways via mods from fellow players with, imo, questionable understanding of game balance and their intermingled systems.
Man, what are you talking about, all what I stated before is vanilla game (current official version). Prepatch preview and community fixes are just fixes, in this specific case, a fix to show on the weapon card what's already happening behind the scenes.
I've been testing VANILLA flak behavior and numbers, I know exactly what I'm talking about. The only one who is confusing other players with wrong information is you.
But you can check it out yourself, instead of calling me out without knowing the real thing. Just use the --enablemoddingtools, check any ship of yours in an ongoing save on the simulation data, check out for the flak weapon, then check the "damage" properly, you will see not only is multiplied by your ship's module multiplier, but also from other damage sources.
And yes, all of that in the latest official version, with an unmodded game.
Yes, the number of shot per second is correct (3 per second).