stellaris flak vs pd. 8 seconds. stellaris flak vs pd

 
8 secondsstellaris flak vs pd  The Flak does quite a big chunk and at longer range but only every 3 seconds

Missiles, disruptors, and normal weapons alike. 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. 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. And only 12. 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. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 6 = 11. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I lost all my bigger ships. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 96 shots/day or 3. 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. 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. 7. 16 Badges. 3. 2 changes affected balance. 0 Railgun (50 range, 50 tracking) vs. #9. 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. lancefighter • 5 yr. Flak is kinetic so better vs shields. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. no it says barrier, never seen it before 2. In Stellaris there are very rarely reasons to continue fighting a losing battle. But slower, less evasive and deploy slower. 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. Stellaris: Early Game Fleet Combat Meta - PD Testing. Don't use the picket AI except in the. 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. build ships. 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. I did the math and I have a chart if you'd like for me to DM it to you. So once you get flak artillery do you use flak exclusively or do you run with a mix of the PD series weapons and flak?Fleet B: Corvettes are now split between missile boats with Antimatter warheads and standard interceptors. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. As a result, Picket Destroyers are a ship you. Stations really should get like 1 PD hard-point per a combat module or possibly 1 per station upgrade, from starbase to the citadel to a max of 4 PD EDIT: Its also a bit odd that a structure as big as they are don't have it, you would think with strike craft and missile as prevalent in. But Flak's greater range and accuracy are still its main advantages over PD. notagoodpainter. As probably most of you know. 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. Unless Autocannons are simply going to ignore the strike craft and target actual ships. It requires you (or your opponents) to be using close range computers. Shinzor Mar 28, 2018 @ 11:32pm. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. So one weapon we can scratch from the list. Artillery/Carrier remains a powerful fleet design in 3. Only difference is damage (1-3/1-4. 12. 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. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Best. Stellaris. 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). The current day PD prime examples of CWIS sure seem to be what autocannon are in space. but they don't. Flak deals less damage but has more tracking,. 01. Or if you unlock them even mid war it can turn the tides. armor: 2. Per page: 15 30 50. 00 hit. In my personal opinion, it would fit Stellaris, an empire-building and management game, quite well because it would convey the much larger scale we are operating on. 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. There was also fairly vague statement to the effect that. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. See full list on gametaco. 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. #1. 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. Anti-Armor specialty. Please note that unlike evasion PD is a hard counter, so if your enemy has any PD then first N shots are shot down and the rest are going through so increasing amount of G weapons by X% is guaranteed to increase damage dealt by more than X%; if half of your missiles are shot down than. Swapping the Flak from above for PD changed the losses to an average. Destroyers are more flexible compared to Corvettes. Toxoids will. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. Added a Robot Assembly Complex building that gives 2 roboticist jobs. ago. This is atop the fact they render all PD useless. 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. . In fact; the best Corvettes early game (by a decent margin) wield 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 strike craft no problem, is that still the case or is it necessary to balance and have both if. 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. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. . Taht is why PD moved from Small to PD. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. Zorro Nov 15, 2017 @ 6:06pm. The fight is very "sharp". . (Also convenient when you're sending small squadrons to scoop up. This seems to line up to Missile defense (Point-defense) as well. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. If you consolidate the 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. . 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. 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. Ok so point defense weapon can shhot down missles. The fighters are worth it without that point defense. All point defence is point defence for the entire fleet, because point defence doesn't care what the target of the missile is and fleets cluster enough that every point defence gun can fire at any incoming missile. There was also fairly vague statement to the. Strike Craft have far higher evasion stats than Missiles do. PD is slightly harder hitting, Flak can reach a higher Tracking. Flak should not be conducted without acknowledging the rest of weapons "balance" / 'meta" Strike Craft is the superior version of Point Defense/ Flak and Missiles. #8. Then battleships do the same thing again. I've been using point defense on my corvettes and they catch most of the missiles. 6+ rebalance), but the weakness to Flak has made it trickier to use. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. So it's looking to me like unless my. As a bonus flak does low but existent damage. but they don't. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. I've been using point defense on my corvettes and they catch most of the missiles. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. PD would still be better for missiles because of the lower cooldown and the fact that auto. 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. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. With a wide variety of loadouts and options cruisers should be able to. This is unlocked by a new Robotic Assembly Systems technology. There was also fairly vague statement to the effect that. Command Cruiser Class. but it used to be that pd was for missiles and flak was for strike craft. Originally written at the end of 3. . 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 9 vs. Sep 25, 2013 654 375. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 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. What is the difference between flak and point defense This thread is archivedSo 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. Outside of combat, strike craft regenerate at the rate displayed. but they don't. 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. There are currently two different. " 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. Just stick with long-range and XL spinal mount. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Point defense. If the Cruisers stray too far. 649. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. 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. Thanks. and they do it quite well. 2. Which is better depends on the target. hes now at. There have been no cost adjustments. On battleships, late in the game. 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). Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. 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. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. There's no in between. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. (Also convenient when you're sending small squadrons to scoop up. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Fighters would be far less powerful. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. PD is good for targetting missiles. Don't bother with any other weapon type on them, they aren't worth it. I won with 35k left. 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. Technically PD guns -should- do this. 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 bombers and fighters. 30 Range is very low. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Stellaris: Early Game Fleet Combat Meta - PD Testing. So, the PD does neglible damage at low hit chance more than once a second. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. Missile strike craft. And they do. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. 129. If you get cruisers before an enemy, you get a free war. This seems to line up to Missile defense (Point-defense) as well. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. Laser, disruptor, and missiles. This is so effective that ~40k fleets 1:2 destro/cruiser. 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. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. Originally posted by OldEnt: Ships have evasion, starbases do not. The only point of carriers is to add lag to the game, other than that, no point. 8 seconds. 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. There are currently. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. Yeah, I cut the dashers out entirely. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Missiles don’t have evasion but strike-craft do. Strike craft with [M] and weapons and [PD]. I sometimes dipped in hangars, too. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. That is why we got XL and T slots added in the 1. None of the Vulcans or the 2 Flak versions are wasted. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Why the hell falk need so much space. Original SC from the unmodded game has been converted into the laser SC from this mod. 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. This is unlocked by a new Robotic Assembly Systems. . Questions-Comments about Flak, PD, and Autocannon from the wiki. It requires you (or your opponents) to be using close range computers. 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. GW/SC/PD/Flak Wonk. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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. 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. Autocannons will fare much better vs a corvette thanks to damage. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. 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. 3 on the horizon, for single-player. . And that´s a good thing. but they don't. . 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 4% effective increased HP). As a fleet 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. They work better than a 1/1 split imoThrow in Point Defense and Flak for an extra burn as you watch your firepower go from 100% to 0, whereas kinectics and lasers will have damage reduction (lasers vs shields, kinectics vs evasion). Flak Battery has 2. But how does the Flak do damage? Is it one. 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. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. 5 days. 0. If there's no bombers - PD can't deal to ships, while. Now Flak: It deals avarage 6 damage per shot, reload in 0. r/Stellaris. PD is better against non-moving targets than Flak. Meewec Jan 5, 2020 @ 12:05am. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Once you break through shields it's practically useless though. Flak is useful against close range strike craft. PD is slightly harder hitting, Flak can reach a higher Tracking. Excellent work confirming that pd is bugged. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. It all by feel. 8 (3. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 11. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. There was also fairly vague statement to the effect that. Fighter: Fighter will fight enemies fighters, bombers, and strikecrafts, they will also tend to cover friendly bombers from enemy fighters, And yes, they can also be shot down by P. • 9 mo. It cannot cover entire fleet. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. So once you get flak artillery do you use flak exclusively or do you run with a mix of the PD series weapons and flak?Technically PD guns -should- do this. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 47 DPD. That is why Flak moved from Medium to PD. The PD beams are instantaneous, not like kinetics with their flight time. 25 day Cooldown as one M-slot SWM salvo. 5 day Cooldown. With a fleet fitted like this in proper numbers (I went with 20 arty. Use PD, shield, and shield hardeners. Depends kinda on what for a fleet design you are aiming for and what you prefer. 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. 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. I never use flak though, because strike craft also engaged each other, and idk if that's. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. So basically flak is just a. All corvettes. 5 seconds, the firing speed of pdd is 0. Flak vs. 2 with 3. 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. 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. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I was just looking to ask if it makes sense to slowly move out of a fleet primarily composed of a variety of corvettes to ones made up more of…Barrier Point and flak target missiles and strike craft. and yet Strike Craft are considered mediocre to Energy and Kinetic weapons If anything I would argue for making Flak more of a side grade, by: On 1 vs 1 situation PD is clearly superior then flak. 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. 5) * (. . Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. 6 average DPD (damage per day) and PD does 1. You might as well also have the flak/PD. Honestly I think Stellaris could use more asymmetrical shipbuilding options, and neutron launchers as indisputably the best weapon (which they are, currently) but which can be countered fits that bill exactly. . Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. My understanding matches yours. 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. 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. In Stellaris there is only ship design and fleet management. 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. PD vs missiles Flak vs strike craft is the idea, but either will do in a pinch against non-optimal targets (ya know, if they weren't both pretty bad at their jobs). hull: 4. Also: - there is tier 4 laser PD. 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. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. but they don't. GW/SC/PD/Flak Wonk. These deal -50% damage to shields, so they are highly ineffective. You probably know point defense weapons are best for missiles and flak weapons are best for strike craft, so keep in mind if you already have some hangers in your fleet you can probably skip the flak and focus on point defense. . 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. It seems that PD destroyers are completely useless. That's the difference. Stellaris Real-time strategy Strategy video game Gaming. #1. I typically pair Corvettes with Destroyers to mow down practically any. The flak kills the craft faster thus getting around to missiles sooner. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. The fighters render missiles totally useless and unlike PD can damage craft. 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. #4. e. Apr 19, 2023. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range.