The damage bonus vs munitions is 2x, not 5x. You can see at 6:03, two shells hit one missile and they do 117k damage which is right around 4x the listed damage per shell of 29k.
There is a way to get a non-DIF shell that is nearly as powerful but can actually fit into a 8m loader, but it is a pure railgun and is more expensive than a DIF gun BUT doesn't have the downside of being mostly useless after 5 shots and considering the avrg reload time of powerful cram cannons and large/hug missiles building one that is still decently cheap and capable of reloading in time is fairly simple ... Can't easily use the two axis turret trick for faster aiming though My shell layout for it is 18 piece shell - 500mm - 5k Raildraw -Emergency ejection defuse -Timed fuse -Stabilizer fun body And the rest as munition defence Ends up with ~26k anti-munition dmg vs the ~29k of DIF flak
If you're going to not use DIF, I feel you might as well use smaller shells as well to help decrease overkill. 225mm shells with munition defence head, 3 MD bodies, and timed fuse, adds up to 1m shell length and hits the max explosion radius of 30m almost perfectly. You can use this for railguns, particularly burst systems, or you can stick ejection defuse and gunpowder on the end and use it in 2m loaders without rails.
Oh I know that ship in the end!!!! also the gimles missile interceptors have steering thrusters for many of them, I found that they are great at hitting cram shells configured like that, also as damaging a shell does decrees it's damage it can be worth while to have some constant damage mitigation (maybe) the gimle has some cram spammers to trick ciws also but syncing them is very neat, however I rarely do that because I feel they tend to not behave as I want them and holing fire on me which makes me more upset than that last cram shell getting through ;)
Sub vehicle spawners have a cap of 10 spawns (which is a lot) but you might as well just put a dif gun craft in front of your ship to break and be repaired, reloading the gun
@@janKoloja Guess for most this will work out, im was thinking mainly about older designs with a full decks and in need of rework because of the turret changes.
if you set the intercept range of the dif to be 700 then lets say 400 for the second set you can try and take out a couple large missiles at a time. ngl i really want to put a system on to my battleships
Regular APS flak works as well, as do missile interceptors. What LAMS can do that nothing else can is to shoot down APS shells, it's actually generally pretty mediocre against crams and missiles.
I used spam cram mortars against the gimile, it was good because it got the dif guns looking up and away from my bigger crams. I based my craft loosely on your draki. It's the gem crested Starfall that he fought a few weeks back or so. It's the one that is extremely long and only 6m tall for most of the ship
Hang on, what? x5?? Since when? That's news to me. HE has a x2 modifier, as does plasma- but x5 for flak? That has to have been since the name change for the shell part or sooner. I'm not saying it's not, but I'd love to see it tested (can't, m'self, right now- my laptop is being repaired with a new motherboard). What health did the Javelin's missile have? Ala, does it also have x2 dmg modifier, or is it actually more?