Difference between revisions of "Standard Flak"
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− | Flak can also be used on hostile warships, and it is considerably more effective in this regard than other point-defenses.}} | + | Flak can also be used on hostile warships, and it is considerably more effective in this regard than other point-defenses. |
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+ | Note to modders: if standard flak is allowed to fire at its tabled rate (e.g. by removing [[Ai_profiles.tbl#.24Hostile_AI_Fire_Delay_Scale:|$don't insert random turret fire delay:]] and [[Ai_profiles.tbl#.24don.27t_insert_random_turret_fire_delay:|$Hostile AI Fire Delay Scale:]]) it becomes insanely powerful, dealing 200-400 damage per second and destroying most strikecraft before they can escape. | ||
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[[Category:Weapon]] | [[Category:Weapon]] |
Revision as of 06:21, 23 May 2014
Standard Flak is a defensive weapon used in FreeSpace 2.
Description
Commonly used anti-fighter weapon
Performance
Statistics
Range | 1050 m | |
Rate of Fire | 6.67 s-1 | |
Velocity | 700 ms-1 | |
Base Damage | 30* | |
Armor Damage | Full | 30* |
Shield Damage | Full | 30* |
Subsystem Damage | Poor | 6* |
Shockwave Radius | 20 / 30 m |
Notes
- The shockwave doubles the damage against any target that takes a direct hit
Veteran Comments
Flak is primarily a danger to a fightercraft with a breached shield quadrant, ANY breached shield quadrant, even if it's on the other side of the fighter from the flak gun. Pay close attention to your shields and equalize their strength often if under flak fire.
As said above, if you have any breached quadrant, you're going to die soon. When you have to destroy the first Sathanas's beam turrets, you should pipe more power into the shields to avoid being killed by the flak.
In relation to bombs, the problem with flak is that it rarely makes direct hits on anything smaller than a Seraphim. Bombs have to be hit directly in order to blow up, not by a shockwave.
Probably the worst problem with Flak guns is that they will prevent you from gaining aspect lock with your torpedoes. You could have your shields boosted all the way up and sit there for half an hour waiting for your Cyclops to lock, if you have flak rattling you around. Pick the turrets off with Trebuchets, Stilettos or Maxims before you go for aspect lock.
Flak can also be used on hostile warships, and it is considerably more effective in this regard than other point-defenses.
Note to modders: if standard flak is allowed to fire at its tabled rate (e.g. by removing $don't insert random turret fire delay: and $Hostile AI Fire Delay Scale:) it becomes insanely powerful, dealing 200-400 damage per second and destroying most strikecraft before they can escape.