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So just max the tracking speed of the gun (low-weight turret, short/low-weight barrels), max accuracy (long barrels, tracers, no basebleeder, etc.), and max velocity (basebleeder, lots of gunpowder, etc.).
Have your AM prediction guidance* and good turning?
* not sure if it helps, have it anyway because of a free slot in my AM
Flak/HE ciws is a solution to this problem, but does overall much less damage and is practically useless as a dual purpose weapon. Kinetic ciws on the other hand is great for AA, distracting LAMS, and general DPS.
Missile interceptors are extremely compact, and can deal with any size of missile very effectively. They do splash damage with a 30 meter radius, so swarms stand no chance at all. They also do more damage the larger the target is, so they are still good against the large and huge missiles even if that AoE isn't as relevant.
So the optimal solution is to use kinetic ciws against cram and large and huge missiles, while you have missile interceptors deal with the smalls and mediums and also assisting with the bigger targets.
Long range ( 1500 - infinity meters) interceptors/flak guns
medium range (150-1500 meters) kinetic ciws
close range( 0 - 150 meters) lams
Then hull armor which should be built to whistand explosives HESH/HEAT/HE 2 metal 1 wood
Then citadel armor 1 metal 1 wood
Then final armor casing of heavy armor around critical systems(engines/AI/ammo,turrets,lams system)
depending on ship size you can skip alot of armor and focus on destryoing enemy projectiles such that you dont get hit to need armor such ships also need a lot of firepower to compensate for the lack of armor so enemy dies b4 he gets lucky hit
also always remember to set the degrees of accuracy before firing to 0.1 instead of the 0.5 it starts at.