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Tested it from max range emp firing at the center of ship, flaks had to be off to the side where the missle was coming from so they would shoot it as it crossed over to center.
That said, i do agree flak firing arc/range needs to be increased, possibly decreasing firing speed to compensate. Since flak can stop lasers and cannons as well, they can't be all powerful on defense, but right now 4 pd can also handle a single emp, with a much broader arc, and don't require crew constantly manning them or ammo.
Flak 3x5 footprint is also massive, I think 3 wide is fine, since 4 pd are similar in performance, but the whole thing could be shortened up by one to be 3x4 which would help on space a little and not change the interior design much.
https://steamcommunity.com/sharedfiles/filedetails/?id=2888625534
Single flak could not take down an emp no matter which position it was in, 2 took it down at almost max range. Emp was targeted at the central reactor.
EDIT: Adding a single PD next to the flak allowed the the single flak+pd to stop an emp at about half range remaining to the ship.
especially as you can easily dump more missiles on another ship for less size needs and much less positional needs. =)
but yeah, a huge armor block in front seems to be the streamlined way to ignore 90% of problems in combat... the rest beeing miniscule repair costs for what it absorbs...
From my experience, the anti-aircraft gun is not as good as a few laser point defenses
large building
need ammo
The attack arc is small
power is not obvious
I feel that its cost is not proportional to its power
It may also be because my ship is a slanted ship, because the attack arc is very small, which limits the anti-aircraft gun's anti-aircraft ability ?
Of course, any angle could be set with the mod, all you have to do is update the mod.rules file and give it a new value.
https://steamcommunity.com/sharedfiles/filedetails/?id=2888647290
Missiles are quite fun, I find, but additional counter methods - Flares / Chaff / ECM type of thing - would be quite cool and, in turn, would allow for more missile varieties *without* effecting balance too much.
IMO - There's only one thing worth worrying about past the point where a player has designed some decent defenses, including the need for PD and Flak. Also - Since many other weapons can act as a direct damage point-defense against "shots," the player is not completely reliant upon having a face-full of dedicated point-defense specialty weapons. For instance, I can't say for sure that my two Large Lasers aren't actually doing a decent job against incoming missiles/shots, too.
I don't know that the following reflects current game data. (I'm not on my gaming PC) But, at least it reflects the dev's intent at one time. (Maybe? Confirmations very much welcomed! Numbers - Post 'em if ya got 'em!)
https://cosmoteer.wiki.gg/wiki/Point_Defense
That's 15 shots per second with a bonus against other "Shots" at 150 pts of damage, otherwise damage per shot is 35 for other targets. (I do not know how Missiles are classed, there. I "assume" they are also "shots."
https://cosmoteer.wiki.gg/wiki/Flak_Battery
That's 4 shots per second with a flat 1800 AOE of 4 meter per shot.
https://cosmoteer.wiki.gg/wiki/Missile_%26_Mine_Launcher#Nuclear_Missiles
I hate they.
They have, if I'm interpreting it correctly, 7200 hit points? They will usually be briefly encountered while moving at 500mps... After which time either the crew spotting them are now space-paint or the nuke was successfully intercepted.
Nukes are, to me, a "things just got serious" issue whenever I encounter them. In that sense, they are the game's answer to "you're doing very well, Morkonan."
That "hit point" amount, though, seems a bit large. I think there is a velocity effect going on, here. Or, perhaps, there is a "Shrapnel" effect with hidden shrapnel values in the AOE "cloud" that multiply their value when an enemy enters that effect based on the enemy's velocity. Maybe?
At 7200 hundred hitpoints per Nuke, they can't be "one shot" from a Flak Battery using the above numbers, yet since I mounted Flak batteries long ago, I seem to do better against Nukes... It's decidedly NOT the standard unaltered DPS output of PDs that are doing 7200 damage, even if they all get one hit on an inbound Nuke.
So... there's something else going on here, I think, involving Flak and PD in regards to Missiles or Nukes?
PS: I haven't done much other than acknowledge my ship's survival during combat with nukes, so I'd have to do some testing to check my assumptions.
instant success against the rail ship i gone against... not even did the PD´s wreck 2-3 out of 4 rail shots from the enemy, depending on salvo vs in-a-row fire, they also didnt let a single missile reach my ship...
so much for comparison... no matter what the "intend" on flaks was, it failed honestly... i see that they can get more usefullness if there is like 30+ missiles coming your way... but then again, for the same space you get a plethora of PD´s that technically spread so much ordnance they would achieve the same in the current state, with less effort...
i took a close look at the old variant before i made the changes and i witnessed the flaks shooting BETWEEN 2 incomming emps..... they where not even close at hitting them. its as there is a fault in the mechanic... or better said, their firing angle is different from there lock on angle. why else would they fire and miss by 20 tiles? doesnt make sense...
anyway, they seem strange. =P