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The sticking point (at least for me) is going without hacking. If the hacking module on the flagship latches onto something vital, it can ruin a solid run so, at least when writing this guide, I made a rule to always have a hard counter packed. Though a top artillery and cloaking might be able to best it, so that's certainly an interesting angle worth trying! Thank for the heads-up on that. Interstellar_Dragonet
-> if your weapon system is destroyed and/or hacked, you still have the artilery system, and reverselly
-> the artillery won't go out immediatly after taking damage, unlike a weapon who got 1 of the energy it use damaged
-> the artillery system doesn't use the weapon system energy, which mean that you can have effectivelly up to 4 more energy on weapons than on a ship that doesn't have the said artillery
The disadvantages are:
-> more energy spent on weapons mean less energy for the rest of the ship
-> you can't control the artillery
.
These advantages are why I thing that the Fregatidae flack artillery at 4 energy isn't that far fetched, even if I understand the criticism.
Thanks dude