Oneye May I ask why flak's ship damage was halved? It's not a good anti-ship weapon already so why nerf it?
For the sake of simplicity and clarity, I'm trying to make it so that Flak and PD have the same vs-ship damage as they do vs-projectile damage. And so since I wanted to nerf PD vs-ship damage without nerfing its vs-projectile damage, the only option (while keeping PD's vs-ship and vs-projectile damage equal) was to nerf damage and correspondingly nerf projectile HP as well, which of course then meant that Flak damage needed to be nerfed.
The problem with this though is that Flak's vs-ship DPS is already on average about half of its vs-projectile DPS, due to the way explosive damage is calculated, giving Flak a worse vs-ship/vs-projectile ratio than PD. But even with 0.14.7 numbers, Flak's average vs-ship DPS is about 3600 (Large Cannon is 2000), which seems really high, so nerfing that down to 1800 doesn't seem too unreasonable. Though since that damage is all spread out, it probably feels like it's doing a lot less damage than it really is.
So I'm not really sure what to do here. I could just bite the bullet and have separate vs-ship and vs-projectile damage values, that's probably not a huge big deal.
Oneye I'd also strongly recommend buffing rail projectile health, as a small amount of flak can easily counter a railgun ship entirely, add since flak is common for that reason railgun ships are almost if not completely useless in mp
I'm not opposed to this, I just wanted to try the Flak changes first to see what different they make. In my testing, one Flak vs one Archangel-sized railgun is significantly nerfed (about 1 out of 3 shots gets through, up from 0), but I'm not sure about real-world situations.