ENDLESS™ Space 2

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Flak: does Flak benefit from module multiplier on larger ships?
When you install Flak on a larger ship (x2 or x4 module multiplier), the listed Flak value stays the same. Is this accurate or an error? Meaning, if it is listed as "150" Flak damage regardless of ship size, does it only deal 150 Flak damage regardless of ship size, or does it deal 300 or 600 Flak damage on larger ships and the tooltip is just wrong?
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Showing 1-11 of 11 comments
Selegun 11 Apr @ 9:12pm 
No, it does not. Only ship to ship damages are adjusted via ship size multipliers. That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.
Nobukado 11 Apr @ 9:30pm 
Originally posted by Selegun:
No, it does not. Only ship to ship damages are adjusted via ship size multipliers. That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.
Darn. So Flak is relatively/proportionally less effective as the ship size increases,making missiles slightly more effective against larger ships.
Sloan 12 Apr @ 12:29am 
Originally posted by Nobukado:
Originally posted by Selegun:
That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.
So Flak is relatively/proportionally less effective as the ship size increases,
A large target is easier to hit, there is logic to that. the Sophon faction even has a law on the subject. You can put better armor, energy shields, choose your formation through tactics cards. Admiral skills don't modify Flak damage? Probably just total fleet damage.
Selegun 12 Apr @ 6:29am 
Originally posted by Nobukado:
Originally posted by Selegun:
No, it does not. Only ship to ship damages are adjusted via ship size multipliers. That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.
Darn. So Flak is relatively/proportionally less effective as the ship size increases,making missiles slightly more effective against larger ships.
Missiles vs. Slugs is it's own can of worms, even if we are only speaking of them in a vacuum. Last I looked closely at things, same tier slugs shoot down 2.5 missiles via flak damage. This makes them abysmal early game as pirates tend to slot slugs and most factions start with their scout craft fitted with at least one slug hardpoint. Later in the game is not quite as bad but know that fitting missiles on larger ships does not increase the HP of the salvo, necessitating the use of LOTS of missiles to get a fraction of them through covering fire or at the very least a swarm missile battery or 2 if you have the DLC for them. Top that off with missile accuracy dropping considerably if you are not in long range and you are just asking for trouble if you only fit missiles on your damage dealing ships. (Note: Titanium Missiles retain full accuracy at medium range so this can help mitigate part of the problem missile tech suffers in combat.)

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.



Originally posted by Sloan:
Originally posted by Nobukado:
So Flak is relatively/proportionally less effective as the ship size increases,
A large target is easier to hit, there is logic to that. the Sophon faction even has a law on the subject. You can put better armor, energy shields, choose your formation through tactics cards. Admiral skills don't modify Flak damage? Probably just total fleet damage.
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.
Nobukado 13 Apr @ 1:13pm 
Thanks everybody!

I gives slightly more utility to Protector and Coordinator ships in the later game, so it's an interesting balance decision.
ninakoru 14 Apr @ 6:47am 
Originally posted by Selegun:
No, it does not. Only ship to ship damages are adjusted via ship size multipliers. That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.

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.
Selegun 14 Apr @ 7:36am 
Originally posted by ninakoru:
Originally posted by Selegun:
No, it does not. Only ship to ship damages are adjusted via ship size multipliers. That said, there is a module you can fit onto your ships that amps up flak values that slots into a support section.

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.
Alright, real talk with me for a second. Why do you feel you have any right to speak of game mechanics with your game modded to hell and back? Seriously, I can forgive a mistake now and again but when you do not even know VANILLA game content you are misleading new players with information that is by all rights a completely different game at that point.

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.
ninakoru 14 Apr @ 7:52am 
Originally posted by Selegun:
Alright, real talk with me for a second. Why do you feel you have any right to speak of game mechanics with your game modded to hell and back? Seriously, I can forgive a mistake now and again but when you do not even know VANILLA game content you are misleading new players with information that is by all rights a completely different game at that point.

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.
Selegun 14 Apr @ 10:49am 
Originally posted by ninakoru:
Originally posted by Selegun:
Alright, real talk with me for a second. Why do you feel you have any right to speak of game mechanics with your game modded to hell and back? Seriously, I can forgive a mistake now and again but when you do not even know VANILLA game content you are misleading new players with information that is by all rights a completely different game at that point.

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.
My apologies then, I was not aware the card info was incorrect but things were still being buffed in the back end. I did in fact open my game to look at the card to make sure before I posted, hence the aggressive tone. Since the card is incorrect does it also happen to change the number of flak attacks per volley or are those left unchanged? If not changed I would still keep slugs on smaller hulls to take advantage of the greater number of flak shots you can get per hull.
ninakoru 14 Apr @ 1:28pm 
Yes, flak on small hull is optimal due to the fact missiles don't scale health. Flak in medium and big ships is usually overkill. Sometimes you don't get to choose, because of fleet composition.

Yes, the number of shot per second is correct (3 per second).
Last edited by ninakoru; 14 Apr @ 1:34pm
Lywelyn 15 Apr @ 11:10am 
the short answer is "yes"
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