Zorson-Trilucent Thanks for the thoughtful feedback, and welcome to the forums!
Zorson-Trilucent I can see why PD was changed to a long range defense. However, I think PD would make more lore sense as a short range defense. Also that makes sense intuitively. PD seems to be based on Phalanx type defense guns which have very short range. So I will echo others with my suggestion that PD and flak be flipped with PD as short range and flak as long range defense.
I'm leaning in the direction of reverting PD back to short-range defense as well, though I'm not sure I want to make flak really long range (especially if it can be used offensively).
Zorson-Trilucent I don't like the narrow field of fire. I think it should be at least twice as wide.
I think I agree that it's too narrow; 30 degrees is very narrow, especially considering the issues it has targeting. I might try changing it to 45 for the next prototype.
Zorson-Trilucent In my testing, the Flak works great as long as the enemy ship is out of the flak's range. As soon as the flak can hit an enemy ship, it ignores projectiles.
Yeah I'm aware, going to make some changes to the flak's targeting so that it will prefer shooting at weapons even if it is already shooting at a ship.
Zorson-Trilucent I really liked the interceptor missiles from a few prototypes ago and I was sorry to see them go. Any chance we can bring them back? They were very nostalgic for me. In the show SeaQuest DSV, the hero sub often used interceptor torpedoes to shoot down incoming torpedoes. I did not think they were boring at all. Maybe they could also shot down other projectiles like flak does. Or just leave them as a pure anti-missile. I think they could use the same ammo as HE so no need for another factory. Or maybe they could use cannon ammo?
I really like those missiles too, they were pretty cool, but they didn't really fit into the game very well from a balance perspective. They might make more sense once fighters & drones get added. Hopefully I'll be able to add them at some point.
Zorson-Trilucent I love how the new mines spread themselves out into a minefield automatically, however I think it takes far to long to deploy a decent sized minefield. I my testing I needed a large densely packed minefield to have a chance of doing any measurable amount of damage with mines. Below this critical mass, the mines were quickly swatted away with just a low number of PD turrets, and the density was so low the chance of one hitting was near zero.
I'll think about making mines build/launch quicker, that does seem like probably a good thing if they aren't attracted to enemy ships.