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. PD is slightly harder hitting, Flak can reach a higher Tracking. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. I lost all my bigger ships. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. 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. 2 was latest version. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. [deleted] •. And they do. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets whose evasion capabilities significantly exceed Point Defense's abilities to track. no it says barrier, never seen it before 2. I have had a great deal of success with 2-3 carrier battleships, 3-4 artillery spinal mount battleships, ~7 torpedo cruisers with missiles (lot hardier than frigates), 12-15 PD destroyers with 3:1 focus on sentinel and not flak, and spam filled corvette gun shipsWhats the best way to deal with them now? Finally got into a game and had one awaken. And that´s a good thing. Now updated to 3. H-slot is a fair replacement for Flak; PD does okay vs. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Thanks. Only difference is damage (1-3/1-4. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. You first need to research t2 kinetics, then t2 auto cannons, while almost all empires get the research for pd from the pirate event and for the remainder it is a low ranked tech that has a high probability of coming up early on. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. An average upkeep cost for a Stellaris destroyer with a flak battery, 3 small shields, 3 small Nano-composite armor, and 4 small mass drivers would cost 1. Lets spawn the Scourge and Unbidden at the same time and see what happens. Apr 29, 2019; Add bookmark #1 I’m not seeing real good explanations for the Disengagement mechanic for warships, either in threads here or on the Stellaris Wiki. 5) * (. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Point Defense is optimal for missiles, Flak is optimal for fighter craft. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. I did the math and I have a chart if you'd like for me to DM it to you. Kinectics and Lasers hit instantly as soon as they are fired. There was also fairly vague statement to the effect that. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. However Tiyanki are, at least in my games, not extremely common. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. There used to be a bug (might still exist) where flak would not fire at missiles if hostile fighters were in system and PD would not fire at fighters if hostile missiles were in system. True?Stellaris > General Discussions > Topic Details. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. As probably most of you know. hull: 4. They buffed torpedos amd missiles, so you gonna need more pd. All other stats pretty much identical across all 3 weapon tiers for PD/Flack Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. the swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. 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. Note the 5 armor. 3% reduction in hits (15. I've been using point defense on my corvettes and they catch most of the missiles. Why the hell falk need so much space. Star Wars space battles are World War 2 naval battles with a space re-skin. Ah, got it. ago. 3. 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. Unless Autocannons are simply going to ignore the strike craft and target actual ships. Torpedoes and artillery go straight for bigger ships and star bases, stripping (artillery) or ignoring (torpedo) shields and the corvettes and strike craft join in. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. but they don't. Just luke before. The fight is very "sharp". Stellaris: Early Game Fleet Combat Meta - PD Testing. With a fleet fitted like this in proper numbers (I went with 20 arty. Role: Mass. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. If it only 2 cells it will be more logicalStellaris. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. That is why we got XL and T slots added in the 1. 31. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. If you can get Crystal Hull tech this can help you build ships more for less. Additionally it's not a good idea to mix flak and point defense on the same ship design. 25 days to defeat them, with each kill reducing incoming. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". But Flak's greater range and accuracy are still its main advantages over PD. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. 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. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. • 10 mo. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. The. PD has 0. 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. Let us begin. I don't pay attention to the names of anything that isn't top tier. 0 Railgun (50 range, 50 tracking) vs. First thing to fire are the missiles. But it require to kill Scavenger Bot. flak or pd depends on what you're facing off against. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. It's no secret that Flak and PD can do fine against the hull of opponents; with several caveats: Flak is much better early game; due to the tracking/evasion at that stage. 2. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. As a result, Picket Destroyers are a ship you. 4 tracking less than Flack at all 3 tiers. PD starts with 10 Tracking and ends with 30. My understanding matches yours. And they are excellent at ship killing too. There was also fairly vague statement to the effect that. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. 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. Tactical lasers with IPDAI are also pretty great for point defense. Use PD, shield, and shield hardeners. For example 15k made heavy use of missiles while 17k had no PD, or 15k had lots of fighters and bombers and 17k had little to no flak cannons. 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. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot garbage). And PD does more DPD (2-6 vs 2-8). The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Anti-Armor specialty. #9. Fallen empires uses tons of both. So around year 100, I make the switch to Plasma weapons and either particle lances or energy torpedoes (from the disruptor line), with some of my own point defense thrown in for. 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. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Best. and they do it quite well. GW/SC/PD/Flak Wonk. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Introducing the final ship that must fight it out against destroyer spam, the cruiser. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. 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. PD has -75% vs armor but is normal against everything else. Autocannons will fare much better vs a corvette thanks to damage. . 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. 0. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. There have been no cost adjustments. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. armor: 3. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 16 Badges. flak is supposed to prioritize strikecraft and PD prioritizes missiles. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Outside of combat, strike craft regenerate at the rate displayed. more point defense, less hangars. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Ideal for intercepting, escorting, and dogfighting. There used to be a bug (might still exist) where flak would not fire at missiles if hostile fighters were in system and PD would not fire at fighters if hostile missiles were in system. NMCs have more Evasion, which may make them less juicy of targets than SWMs for occupying PD, and two S-slots would output 10 NMCs over the same 4. But it require to kill Scavenger Bot. Pretty sure flak is better. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. . 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. There are currently two different. PD and Flak rates as some of the best damage and yet they are some of the worst. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. A good foundation to fiddle with numbers and composition to suit your play styles. Defender of the Galaxy does nothing against awakened empires. If the target's evasion is 20 more than the EPD's. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Carriers are situational. They also have an extra 5% evasion. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). Because PD is basically a small slot, using ~2 small slots to negate ~1 medium slot is cost effective (though not as obviously good as 1. 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". In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Just stick with long-range and XL spinal mount. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Also if the design process going forward is streamlining things - the whole Flak-PD thing seems like a candidate for chopping down to one component that shoots missiles and strike craft. lancefighter • 5 yr. After gaining flak batteries any other form of PD becomes obsolete. Strike Craft have far higher evasion stats than Missiles do. 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). while the destroyers or corvettes behind provide PD and dodge support. The Aquatic trait now costs 2 points. 8 seconds later. Maybe this is why I have had better experiences with flak than guardians. As the Contingency goes on and gains territory, there are several events to help take the pressure off. 5 day Cooldown. This is unlocked by a new Robotic Assembly Systems. The key now is a varied fleet. You know, that thing with only one real role, defending against missiles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. But slower, less evasive and deploy slower. Towards the midgame you'll start leaning towards torps. There was also fairly vague statement to the effect that. 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 never use flak though, because strike craft also engaged each other, and idk if that's. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. Autocannons are still solid good on Corvs to fight other Corvs. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. list of current FE designs - fresh from a new 1. vs. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. shields: 6. #10 < > Showing 1-10 of 10 comments . Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. This is baby's first try at baby's first ship builds. Depends kinda on what for a fleet design you are aiming for and what you prefer. Missiles don’t have evasion but strike-craft do. Flak Batteries are used to fend off Strike Crafts. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. This why we calculate eDps and run tests. So whats the difference between Flak and point defense beisides the different researchpath and PD having 1-4 dmg while Flak got 1-3? Is PD better…12th May 2022. " 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. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. - there is tier 4 kinetic PD. . Focus on getting combat computer tech and use swarm. ago. 3 rework. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. but they don't. The Aquatic trait now costs 2 points. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. Yes, flak replaces PD entirely in my builds. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. Much like Paradox’s own Crusader Kings 3. . the kind of opposition we are expecting. However, the alloys would cost 0. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. This seems to line up to Missile defense (Point-defense) as well. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. It cannot cover entire fleet. 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. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. ago. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Yeah, I cut the dashers out entirely. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. . . Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Once you accept this, all your problems go away. Once you break through shields it's practically useless though. This is not that guide. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. If the Cruisers stray too far. Stellaris Real-time strategy Strategy video game Gaming. So, the PD does neglible damage at low hit chance more than once a second. 16 Badges. Fighters would be far less powerful. have rather significant amounts of PD, making missile based weaponry significantly less effective. Which is better depends on the target. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Unfortunately due to the fact that evasion is capped at 90% and you get a bunch of flat tracking bonuses (most notably sensors giving +15) even a max evasion corvette tends to just get destroyed. You either have "enough Point Defense/Flak Cannons", or "Not Enough". It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. Finally, don't despair. It has exceptional anti-missile and anti-fighter capability, beaten in its category only by the Dual Flak Cannon, which trades some range and a smaller blast radius for a noticeably higher rate of fire. 96 shots/day or 3. Missiles, disruptors, and normal weapons alike. 5 day Cooldown. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. literally the only statistical difference between flack and PD is that. There was also fairly vague statement to the effect that. 8. 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. The fighters are worth it without that point defense. When I kit out an Onslaught XIV, it exists very much in. Point Defenses have fewer tiers. 4% effective increased HP). Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. Add a Comment. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I won with 35k left. Ship fire rate and range are still important, I think. Carrier core on the other hand has PD to save the BS from torpedoes but the Strikecraft and Missiles still has to go through armor. Both have 0. It requires you (or your opponents) to be using close range computers. PD is energy so weak against shields. Tinca12 • 10 mo. 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. hull: 15. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Flak has better tracking; PD has better damage. . This is the same reason that prethoryn swarm strikers are so resistant to PD. Oct 16, 2018; Add bookmark #20. . . 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. 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. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. Zorro Nov 15, 2017 @ 6:06pm. Don't stress about armor or shield tech. I was wrong. Pretty sure flak is better. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. 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. Destroyers are more flexible compared to Corvettes. 13th has to be 2 or above. 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. 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. So it's looking to me like unless my. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. -75% against armor. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 9 for THE META. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. This is due to repeatable considerations, repeating energy+kinetic provides boost to both means of anti air weapons while strike crafts and missiles don’t have anything to boost their survivability and getting in each other’s way in. You would see very few survivors among corvettes. Technically PD guns -should- do this. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. PD vs Flak 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. True? < 1 2 >. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. 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. . This seems to line up to Missile defense (Point-defense) as well. Sep 25, 2013 654 375. With 7xw pd I will say it prevented 40% nuke and emp hits. There was also fairly vague statement to the effect that. Don't use the picket AI except in the. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. 37 per month. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. Or if you unlock them even mid war it can turn the tides. 2 changes affected balance. Basic answer is - battleships with pure long ranged weapons. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. 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. Flak is useful against close range strike craft. -75% against armor. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. Corvettes are always useful for guided weapons. e. build ships. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. The progression for Point-Defense is shown on the Wiki as Tier-0 Sentinel PD, T2 ( 6000 base research) Barrier PD, T4 (16000) Guardian PD. 30 Range is very low. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 3 Flak guns to take out a size4 Hangar). 16 Badges. My current understanding is that pd is better against torps and flak. Flak actually has better DPS VS shields than PD. Point defense. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 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. It has nothing to do with Flak being moved to PD. (Also convenient when you're sending small squadrons to scoop up. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. e. This seems to line up to Missile defense. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. These would pierce the shields and damage the armor, but because it is only one missile, it will likely get shot down by PD defenses anyways. I don't fully understand it either, and that's after 150 hours of play. IIRC there is currently a bug where one of the computers uses median weapons range instead of longest weapons range, which would cause ships with f. That doesn't matter if you aren't offering any other PD targets, of course, but what does matter is that their evasion is so low that even basic flak (50 tracking) will never miss due to evasion, while even Scout Wings are agile enough to knock flak's effective accuracy from 75% down to 65%, a 13. Pd does more damage but has no tracking. flak is supposed to prioritize strikecraft and PD prioritizes missiles. My 210k fleet vs their 135k. Missile Defense. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. 3.