1) Flak feels too weak against clustered cannon and laser bullets.
@Walt So I wonder if part of the perceived weakness of Flak is that it unintuitively doesn't get stronger against clumped projectiles. (Do to using the flat explosive damage instead of the old per-target damage.)
I don’t think flak feels weak vs cannons/lasers. Flak showed up in many tourney matches, and generally seemed effective. The complaint I hear a lot more is that EMPs and Nukes have too much health, which I think I agree with.
I think that problems with flak right now are:
1) flak is quite strong vs cannons, lasers, HE, and mines, but pretty bad vs everything else (rails, nukes, ships, etc.). Since railguns and nukes are most common right now, this makes flak ineffective against many current ship designs.
2) flak isn’t significantly better vs clumped projectiles than spread out projectiles.
3) flak is difficult to fit on ships, given it’s large size and low firing arc.
4) it can be difficult to see how effective flak is being (or not being) because it fires very rapidly with low damage per shot. This feels bad.
Regarding the experimental changes - I’m all for making flak stronger vs clustered projectiles, but I don’t think that pure AOE is the way to go. As @Equalizer said, pure AOE means that flak could theoretically block infinite amounts of damage.
Starting from 0.14.6 balance, what would you think about giving flak much higher damage per shot, but with a much, much longer delay between shots. I think that that would help with #1, #2, and #4. More bursty damage would help flak be more effective vs nukes/rails (#1), and it would definitely make flak’s effect more visible (#4) (a single big event rather than a trickle of destroyed projectiles).
Bursty flak would also be stronger vs clumped projectiles without being broken vs spread out projectiles (#2). Since it would deal heavy damage, infrequently, in a small area, most of flak’s damage would be wasted vs spread out bullets. Flak would still be unable to block 100% of damage because of long downtime between shots/volleys.
(I do like the rapid-fire autocannon feel of flak though… so I’m a little torn)
I also suggest making each individual flak part much more powerful, but also much more expensive (cost and ammo). This would help with #3 by making it much easier to physically fit flak on ships, and would also help with #4 by making each individual flak feel more effective. Hopefully this would combo with fire rate/damage changes to make flak placement more important, instead of just making a forward-facing wall of it.
Finally, I also wouldn’t be against letting flak (and PD?) do increased dps-per-cost vs ships (to help with #1). Since flak and PD have serious weaknesses compared to other weapons (short range, low arc, can’t set target) it’s probably ok for them to have similar dps-per-cost.