This page describes content that only appears in Advanced Edition. |
Flak weapons fire waste debris in a shotgun-like blast. Each flak projectile depletes one shield layer, just like a laser. Once all shields are down, flak can hit rooms and deal damage to system, hull, crew.
Flak weapons use area targeting, making them less accurate at hitting the targeted room (especially a small room). Like any projectile weapon, they can also miss. Flak can be shot down by Defense Drones Mark I and II.
Flak weapons are best compared to burst lasers. They fill a similar role, as general-purpose shield-breakers that can also damage systems, hull and crew. They are worse damage-dealers than lasers, mainly due to the accuracy penalty, but also because they never cause fires or breaches.
Unlike lasers, all the shots arrive almost simultaneously, which can be helpful when taking down shields for other weapons. Flak travels more slowly than lasers.
Understanding flak accuracy[]
When used against shields, flak weapons have exactly the same hit chance as any projectile (e.g. a laser blast). Each flak projectile has a chance to miss, depending on the enemy's evasion.
Flak has an additional chance to miss the targeted room. When targeting flak, a red circle appears, centred on the enemy room. The flak projectiles can land anywhere inside this circle. Once the weapon fires, you can see a "preview" of where each flak projectile is going to land. This could be in the targeted room, or in a nearby room. Or it could be outside any rooms, in which case the shot will automatically miss (regardless of enemy evasion).
In other words, flak has two "chances to miss" the targeted room. One chance is based on enemy evasion. The other chance is based on the inherent inaccuracy of the weapon.
Additionally, every flak weapon fires extra projectiles. These are fake flak, which cannot take down shields or deal damage, but can distract defense drones or collide with other projectiles. Fake flak also causes multiple "MISS" notices, when it is evaded by player's ship.
Flak weapons table[]
Weapon | Price | Power | Charge time | Shots | Damage | Radius | Fake flak | Speed | Rarity |
---|---|---|---|---|---|---|---|---|---|
Adv. Flak |
Sells for 30 |
1 | 8 | 3 | 1 | 40 | 3 | 26 | 0 |
Flak I |
65 | 2 | 10 | 3 | 1 | 42 | 3 | 26 | 1 |
Flak II |
80 | 3 | 21 | 7 | 1 | 55 | 6 | 26 | 4 |
Flak Artillery |
N/A | 1-4* | 50 -- 20* | 7 | 1 | 35* | 7 | 26 | 0 |
List of Flak weapons[]
Adv. Flak Gun[]
"Fires a blast of debris across a random area doing up to 3 damage. Good at taking down shields but hard to aim." |
- Sells for: 30 (cannot be bought or found)
- Power requirement: 1 power
- Charge time: 8 seconds
- Shots: 3
- Damage per shot: 1
- Targeting area radius: 40
- Additional fake flak: 3
- Enemies never use this weapon
- Only available on Lanius B
Flak Gun Mark I[]
"Fires a blast of debris across a random area doing up to 3 damage. Good at taking down shields but hard to aim." |
- Purchase price: 65 (Store rarity: 1)
- Power requirement: 2 power
- Charge time: 10 seconds
- Shots: 3
- Damage per shot: 1
- Targeting area radius: 42
- Additional fake flak: 3
Flak Gun Mark II[]
"Fires a blast of debris across a random area doing up to 7 damage. Good at taking down shields but hard to aim." |
- Purchase price: 80 (Store rarity: 4)
- Power requirement: 3 power
- Charge time: 21 seconds
- Shots: 7
- Damage per shot: 1
- Targeting area radius: 55
- Additional fake flak: 6
Flak Artillery[]
- Availability: only available (pre-installed) on Federation C
- Artillery system: with 4 system levels maximum
- Charge time (depends on system level): 50s for level 1, reduced by 10 seconds for each level above 1 to a minimum of 20s for level 4
- Firing mode: auto-fire
- Shots: 7
- Damage per shot: 1
- Targeting area radius: 35 (each flak projectile is auto-targeted at a random room)
- Additional fake flak: 7