In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. I usually build flak+plasma corvettes and with destroyers with L arty and M plasma to pound shields at long range before the vettes swarm. The Wiki entry for Strike Craft reads on one side as though SC hit points are for each craft, but the other side shows, for example, Adv Strike Craft doing 40. . This seems to line up to Missile defense. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. . GW/SC/PD/Flak Wonk. Thanks. Or if you unlock them even mid war it can turn the tides. Flak has the tracking to be effective against Corvettes with early-game tech; this will allow the flak to deal meaningful damage to enemy ships while their missiles reload (or if they don't use missiles at all). Assuming late/end game tech: If you're facing PD targets with high evasion (strike craft) Flak mounted on line AI ships (for RoF buff) has the highest effective DPS. The flak kills the craft faster thus getting around to missiles sooner. Stellaris: Early Game Fleet Combat Meta - PD Testing. You're quite right, the colours of the PD visual match the colours used by lasers; Red at tier 1 to the gold/brown hue of gamma lasers at tier 3, if you're using both it's difficult to distinguish them save for the PD's far higher rate of fire. Introducing the final ship that must fight it out against destroyer spam, the cruiser. There was also fairly vague statement to the effect that. Because the only advantage Flak has is its higher tracking, you can afford to completely ignore it once you get t3 PD and t4 sensors which raise their tracking to acceptable levels, while Flak overcaps from these upgrades. Which battleship build is better v. The problem with Autocannons being used in a PD/Flak role is that GW/SC/PD/Flak are all dealing with theoretically much higher levels of Evasion and Tracking (GW and SC are. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. That's how point defence works in Stellaris. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. That is why we got XL and T slots added in the 1. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Sure, flaks do have a higher range and a significantly higher damage, but 20 range for a large slot weapon seems quite awful for offensive purposes. Interesting video. There was also fairly vague statement to the effect that. 649. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Lets spawn the Scourge and Unbidden at the same time and see what happens. In Stellaris there are very rarely reasons to continue fighting a losing battle. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. literally the only statistical difference between flack and PD is that. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. . ago. PD has 0. and they do it quite well. In fact; the best Corvettes early game (by a decent margin) wield flak. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. -75% against armor. With a fleet fitted like this in proper numbers (I went with 20 arty. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Best. Use PD, shield, and shield hardeners. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD is better (Marauder Missiles have 40 evasion, so still 10 evasion vs max tier PD) The balance point on Flak with Strike Craft (and similarly Point Defense with Guided Weapons) is in determining how many Flak attacks are going to go against an SC squadron at a time. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. It's telling how bad some parts of this system are thought out that dedicated anti-missile flak doesn't even enter the discussion, and instead the first thought is to. 16 Badges. 30 Range is very low. shields: 6. Yes, flak replaces PD entirely in my builds. 2 was latest version. Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиPosted by u/[Deleted Account] - 2 votes and 5 comments13x PD-Laser (Flak, Laser, Laser) 7x PD-Kinetic (PD, Kinetic, Kinetic) Because what I failed to realize first time around is that the PD/Flak is also an anti-ship weapon whenever it's not being used as a PD weapon, and that early in the game, it's actually more effective than the actual weapons. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Apr 16, 2021; Add bookmark #9. Corvettes are always useful for guided weapons. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. They arn't similar enough to be helpful Espessialy when it's clear when the pressumed role of a flak battery on earth, repelling enemy aircraft (or strike craft if you will), means little in. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). This corresponds to the targets they're meant to engage: Missiles have pretty low evasion, so both PD & Flak will engage at their base accuracy which is ~5-10% higher for PD - thus it does better. 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. 25 days to defeat them, with each kill reducing incoming damage by 10%. This is the same reason that prethoryn swarm strikers are so resistant to PD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. Next to fire are the lasers in the L-Slots. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. The. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. Flak. My main issue is that flak needs people during combat, point defense does not (if charged) - so I would suggest to either make PD use one person vs. Pretty sure flak is better. And honestly, after you unlock flak, those P slots are just wasted and useless anyway, because flak is a much better mid-late PD variant that doesn't require you to use PD sections and compromise offensive power. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. . In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. . True?So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. That was really cool. With 7xw pd I will say it prevented 40% nuke and emp hits. This is atop the fact they render all PD useless. #9. This is why the PD corvette required. Yeah, I cut the dashers out entirely. Tinca12 • 10 mo. Ships do not defend themselves with point defence, they shoot any missile. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. It's been seven years since Stellaris released, and with this anniversary and three hundredth dev diary, I'm happy to bring you the Stellaris 3. 0 Stellaris has more tactical depth in it - I could wage wars against much more powerful empires and won a heroic victory (speaking in Total War's terms) by luring enemy fleet to a heavily fortified starbase, supported by my main fleet which was inferior. Missiles start with 0 Evasion and end with 40. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 5 day Cooldown. And they are excellent at ship killing too. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. Another option is strike craft especially after all those buffs. ) either buffed or nerfed depending on use-case scenario. I don't pay attention to the names of anything that isn't top tier. There was also fairly vague statement to the effect that. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Additionally it's not a good idea to mix flak and point defense on the same ship design. Cruisers, fit for PD and Hangar, with either a fighter or bomber. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. First thing to fire are the missiles. 25 day Cooldown as one M-slot SWM salvo. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. PD is slightly harder hitting, Flak can reach a higher Tracking. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. 4% effective increased HP). Ah, got it. However, the alloys would cost 0. These deal -50% damage to shields, so they are highly ineffective. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Flak. Ships with PD or Strike Craft provide better screening. I can't imagine that's changed that much. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. Swapping the Flak from above for PD changed the losses to an average. Only difference is damage (1-3/1-4. Stellaris beam weapons can. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large missle launchers. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Depends kinda on what for a fleet design you are aiming for and what you prefer. True?Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. 375. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. I’ve run a couple of fleet combat tests to see how 2. True? เข้าสู่ระบบ ร้านค้าDoes anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. True?A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. 5 seconds, the firing speed of pdd is 0. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. The corvettes and strike craft take on the enemy corvettes and absorb the PD and missiles then move on to the bigger ships who have had their shields stripped on the opening salvo. Picket bow is garbage unless you're building ships with no goal other than "maximize PD per fleet capacity", but picket stern is only a very slight decrease in expect DPS vs. Missiles are somewhat better against point defense, by dint. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. The X slot Arc Emitters are great for attacking the relatively weak hulls of the FE ships while your Carriers and PD can neutralize a lot of the FE firepower. In Stellaris there is only ship design and fleet management. have rather significant amounts of PD, making missile based weaponry significantly less effective. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. I lost all my bigger ships. - Damage. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. 8. but they don't. and they do it quite well. There was also fairly vague statement to the effect that. Afaik everyone came to the same result there - line computer beats every other computer, giga wins in arty vs arty, tl wins in line vs line, and aside from line computer (assuming you don’t have unreliable special components like precog or enigmatic), range and tracking is otherwise king due to accuracy cap on to hit chance. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Also a good point to think about: any ship that can use picket computers should use PD over Flak ALWAYS because strike craft evasion isn’t that high in the first place. There was also fairly vague statement to the effect that. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. PD has 25% more max damage (but the same min damage) vs Flack - at. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. 8 "Gemini" update and the Galactic Paragons expansion. All strike craft go in a special hangar slot. the firing speed of flak is ~2. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. Due to current balance & PD ability to shot enemy ships - kinetic PD is much better in early corvettes game (flak + 2lasers using flaks as anti-shield weapon). I usually build flak+plasma corvettes and with destroyers with L arty and M plasma to pound shields at long range before the vettes swarm. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. They don't attack ships I think. I'm continuing with focused discussions of issues with missiles and strike craft - in this thread, I want to look at understanding where point defense and flak systems might be best positioned going forward. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. Having greater force naturally leads to smaller losses per Lanchester's law, but in case of SC (or rockets) vs PD the effect is multiplied by the fact that small number of SC is totally negated by PD while after certain point (at which PD is saturated to capacity) SC start to break through and deal damage; the more SC amount is above PD. In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. and they do it quite well. On battleships, late in the game. . True? เข้าสู่ระบบ ร้านค้าSo it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Missiles don’t have evasion but strike-craft do. Ok so point defense weapon can shhot down missles. . 12. Zorro Nov 15, 2017 @ 6:06pm. Then battleships do the same thing again. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. Star Wars space battles are World War 2 naval battles with a space re-skin. hes now at. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. so just to put this out there for the Flak vs PD in 2023. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Flak and Point Defense do the same damage and are equally decent for general damage. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. It seems that PD destroyers are completely useless. 649. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. Are extremely powerful vs AI. The Aquatic trait now costs 2 points. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. and they do it quite well. Once you break through shields it's practically useless though. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. Point Defenses have fewer tiers. . It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. And that’s a lot more labor-intensive with the new intel system. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 8 seconds. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 6 = 11. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. While PD/Flak are improved now, they are very much "all or nothing". Point defense. Oct 16, 2018; Add bookmark #20. As to ship builds, here i have to agree, it. ago. Sure, but the problem is that usually, a P slot is worth a S slot on every ship part, and the picket bow of the destroyer is the only one where a P slot replaces a M slot or 2 S slots, making the loss of firepower even worse than usual. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Also some anti-corvette capabilities. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. build ships. Torpedo assault carrier is the most balanced ship design. SuperluminalSquid Technological Ascendancy • 3 mo. Moongduri • 10 mo. There's no in between. 6. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". I'm continuing with focused discussions of issues with missiles and strike craft - in this thread, I want to look at understanding where point defense and flak systems might be best positioned going forward. Frigates are an advanced version. It requires you (or your opponents) to be using close range computers. 9 vs. PD is a balancing act that we have to do vs. If the Cruisers stray too far. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. ago. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. #1. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. PyroMancer Oct 30, 2022 @ 3:08pm. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. You put on Kinetic Artillery and Plasma Cannons. Can't remember the numbers but I remember someone on reddit did the math back when 2. Against a 60% evasion corvette, flak does 2. 8 seconds. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. True?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. . One thing to keep in mind about flak is that it is heavily research gated. Outside of combat, strike craft regenerate at the rate displayed. . In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. 9 for THE META. But how does the Flak do damage? Is it one. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. PD simply cant keep up in a target rich environment unless they are stacking PD, and in that case they are neglecting other weapons to do so. That is why Flak moved from Medium to PD. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. - there is tier 4 kinetic PD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. With tier 5 armor you can get to 90% armor easy. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. For example, you could equip destroyers with S and M weapons along with PD with the gunship + picket section combo with the tracking AI if you are figthing a mono missile corvette fleet and have the ability to switch it up by getting L weapons if you are fighting anything bigger than a. PD is better against non-moving targets than Flak. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Thats 95% of everything there is to know about it. and they do it quite well. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Sure, flaks do have a higher range and a significantly higher damage, but 20 range for a large slot weapon seems quite awful for offensive purposes. Both have 0. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. Missiles could remain strong while they had ammo and empasis of the balancing could more be put on strike craft vs PD/flak (nad larger missile hulls that couldnhave more ammo yet be less spammable than corvettes) Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if enemy uses both missiles and fighters? So i think that extra tracking would make it more viable vs things like corvettes etc than point defense would be. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. Thanks. even when the fighters are out of range but the missiles arent the PD is kinda locked on the fighters and will happily watch you nuke a large. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. The only way around that is to screen them with Swarmer missiles, but this strategy is only really worth it for full missile fleets (and is the only way they can compete at all with PD/Flak) Energy Torpedoes can't be shot down and are useful for everybody as a. Excellent work confirming that pd is bugged. When I kit out an Onslaught XIV, it exists very much in. Pd does more damage but has no tracking. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. 30 Range is very low. There was also fairly vague statement to the effect that. and they do it quite well. 0. It would be wise to give an accurate description of which mods you play with to get opinions worth something. 37 per month. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Flak actually has better DPS VS shields than PD. Technically 14 pd does the same damage as flak. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. Compare with Marauders : +25% hull damage, 20 dps. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. I never use flak though, because strike craft also engaged each other, and idk if that's. There have been no cost adjustments. Flak seems to have better stats then point defense but can it still shoot down missiles well. Maybe this is why I have had better experiences with flak than guardians. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. They also have an extra 5% evasion. There was also fairly vague statement to the. 16 Badges. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Missile Defense. 3 vs. PD starts with 10 Tracking and ends with 30. 47 DPD. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. So I have almost 500 hours played of Stellaris and this might be a stupid question, but what is the difference between point defense and flak?. Your math on the driller drones works in a vacuum, but in practice, against a fleet of comparable size, they're going to be getting spawnkilled by T3 Strike Craft. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak has a higher chance to hit evasion capped corvettes (90% evasion) than Medium Plasma (over twice the hit rate) Maximum rank Medium Gauss (Marginally under twice the hit rate) and even Medium Autocannons (10 more chance to hit, autocannons were the only weapon that outDPS'd flak vs corvettes). 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. So, the PD does neglible damage at low hit chance more than once a second. Also: - there is tier 4 laser PD. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Original SC from the unmodded game has been converted into the laser SC from this mod. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. " As missiles and strike craft are long-ranged, it is logical that flak and pd destroyers at mid-range will intercept them, forming a defensive "screen" and. The key now is a varied fleet. 6 days, or 6. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Technically PD guns -should- do this. Considering that most hangar modules, also have PD slots, it'd appear then that the two might have some combined tactical value against foes using a lot of missiles; the fighters being able to thin missiles out at range, while the point defences clean up those that remain and help provide some cover in knife-fights, without investing as. also remember lanchester's laws. PD is slightly harder hitting, Flak can reach a higher Tracking. Both have the same Accuracy. . But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. Practically pd takes energy rather than ammo and since it doesn’t require a factory it ends up being cheaper, it also has a much wider shooting arc. Here are the release notes for the update, which will be going live later today IS NOW LIVE. The fighters are worth it without that point defense. 6+ rebalance), but the weakness to Flak has made it trickier to use. Unless Autocannons are simply going to ignore the strike craft and target actual ships.