Hi JDee. More video goodness thanks. You did a nice job there of describing the use of chaff but it is possible to defeat a Semi Active Homer by blanket jamming the ship rather than the missile provided you are jamming the ship providing the target illumination and denying it a target. Multiple illuminators widely dispersed FTW! Chaff won't often work against a Semi Active Homer unless the illuminator is seduced onto the chaff, but I don't know enough about Nebulous yet to know how if it works the same way.
Theoretically yes, how many it takes I dont know and I havent tried yet. I think the hard part in doing so would be identifying the ship that is illuminating you and being in range to jam. Multiple illuminators is the way to go for sure! As for semi actives you are correct which is why you have to keep throwing chaff out periodically so that an illuminator that is locked to your ship will always have something else to target. I hope your enjoying the game!
@@JDeeGaming Prsctice makes perfect and it's a lot harder than it looks, you need to be super slick on the UI I find otherwise death comes very quickly.....
If the ship is illuminating a point in space then this doesn’t work. And most illumination amongst gale heavy builds will come from a spotter and not the ship firing the missile.
@@pieppy6058 I havent seen/heard too many people discuss point-in-space illumination for this very reason. That and the spotlight seems to be taken more than the floodlight (higher power/cost) , With the spotlight beam so narrow, players tend to illuminate the intended target so when it moves the illumination follows.
For the smaller hulls (Corvette, Frigate, maybe destroyer) you will generally only get one type. For larger hulls I would always go mixed so that they cover each others weakness. That and all Auroras (lasers) are very expensive. So flak usually does well, particularly when in formations/proximity to other ships as a counter with Auroras to pick off anything that gets through the flak screen.
@@JDeeGaming not only are auroras expensive they also have a fatal weakness that can be intentionally countered. they fire 5 pulses per second for 25 seconds and for a pd that reaches out to 3-5km with accuracy...(although i think the range got nerfed recently to just 3km) anyway their fatal weakness if you look at the tooltips.... they have a cooldown of 30 seconds. this means that if someone launches a volley of 4-5 missiles counts down another volley exactly 26 seconds after the first from the same direction... if the ship on the receiving end does nothing to expose a different set of pd mounts to the volley their turrets will go on cooldown the exact moment the new missiles enter the range basket.... and then if you have nothing but auroras they stop firing. i do not believe any energy mount ignores a cooldown even if the discharge was only partial duration. also auroras while being an energy mount do not benefit from any of the energy ROF modules like rails and beam cannons do. flak cannons benefit from every projectile module bonus except dispersion.. and have become my go to massed flak cannon pd is the most effective PD iv ever seen for countering the 6 ship vls 16 spam corvette meta. what they fail at is when a ship is at knife fighting range and then shoots a missile at you...which is why like JDee says having 1 other in a pd zone can be usefull for picking off the one that makes it through your best impression of a battlestar another good thing about flak is that although it has a reload time you almost never notice it... and its ammo endurance is great... 6k rounds used by 9 flak turrets can take 5.5 minutes of continuous max rate firing to deplete and if your taking 5 and half minutes of missiles your already dead or about to win cuz thats all they effing brought. the ciws pd is great if they are right next to you when they launch and they keep sporadically adding left over missiles to whatever knife fight your in.
@@flounder2760 Absolutely agree. I inadvertently said auroras had a drawcard and not a drawback regarding their cooldown. I think this is great detail and thank you for taking the time to write it. Can you post as a separate comment so that I can pin it?
I love this UI, it feels authentic. Real military UIs are made to be simple and clear visually. I'm sure there's usability that can be improved upon, but in terms of style, I freaking love the realism! :-D
I would recommend some light cruisers with some guns and some missiles. That way you can do a few different things. The other way to go is to hold your missiles for the middle/later in the game when point defence is degraded so you can still get hits and finish ships off.
Another southern Aussie RU-vidr doing Factorio vids also says turrent, it's very strange. I'm from Brisbane and I've never heard anyone there say it like that, maybe it a new/Vic accent thing?