Stellaris flak vs pd. and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they field. Stellaris flak vs pd

 
and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they fieldStellaris flak vs pd <b>After gaining flak batteries any other form of PD becomes obsolete</b>

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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. more point defense, less hangars. Technically 14 pd does the same damage as flak. 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). 3 on the horizon, for single-player. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. 96 shots/day or 3. There was also fairly vague statement to the effect that. I sometimes dipped in hangars, too. As probably most of you know. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. In Stellaris there is only ship design and fleet management. The reason armour is terrible is because of 100% armour penetration existing. Strike craft with [M] and weapons and [PD]. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. -75% against armor. . . 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. PD would still be better for missiles because of the lower cooldown and the fact that auto. 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. 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. but they don't. I've been using point defense on my corvettes and they catch most of the missiles. Apr 19, 2023. In practice I believe Flak is superior to Guardian. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. This is baby's first try at baby's first ship builds. This is atop the fact they render all PD useless. 6 = 11. It has nothing to do with Flak being moved to PD. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. There was also fairly vague statement to the effect that. Checking AI fleet comp, and build there are 2 possibilities. Technically 14 pd does the same damage as flak. Pretty sure flak is better. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. . armor: 3. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Tinca12 • 10 mo. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. 2. 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. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. So, the PD does neglible damage at low hit chance more than once a second. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. PyroMancer Oct 30, 2022 @ 3:08pm. Cause I tend to need to replace flak more often then pd. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. but they don't. 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. Don't use the picket AI except in the. but they don't. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. flak is supposed to prioritize strikecraft and PD prioritizes missiles. There are currently. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Also a general balance to A ship slots, will change the amount given based on ship hull group. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Example for 160 fleet cap. 0. AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. There's not really that much you need in terms of utility components. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Ideal for intercepting, escorting, and dogfighting. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. So, the PD does neglible damage at low hit chance more than once a second. 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. All corvettes. Flak vs Point defense Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. After gaining flak batteries any other form of PD becomes obsolete. It requires you (or your opponents) to be using close range computers. One thing to keep in mind about flak is that it is heavily research gated. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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). Stellaris Point Defense vs Flak Cannons – A Complete Guide by Spezzy September 23, 2023 in Stellaris A A Weapons are equipment that may be added to warships and then used to assault,. That's how point defence works in Stellaris. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Plasma has -75% damage vs shields. 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? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 2 with 3. None of the Vulcans or the 2 Flak versions are wasted. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. . Focus on getting combat computer tech and use swarm. 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?. Flak and Point Defense do the same damage and are equally decent for general damage. Ships do not defend themselves with point defence, they shoot any missile. There are currently two different. 3 vs. 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 around to shoot at. Missiles start with 0 Evasion and end with 40. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Meewec Jan 5, 2020 @ 12:05am. (Also convenient when you're sending small squadrons to scoop up. 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. 3. 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. Or if you unlock them even mid war it can turn the tides. 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%. There was also fairly vague statement to the effect that. The only point of carriers is to add lag to the game, other than that, no point. Another option is strike craft especially after all those buffs. Swapping the Flak from above for PD changed the losses to an average. I just built a couple of sets of destroyers, one. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. 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. 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. but it used to be that pd was for missiles and flak was for strike craft. Has anyone had an AI using Interceptors or Missile Boats early on? Or is it only on Captain and below? Maybe its better in higher difficulties? This makes early. Thanks. 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. This seems to line up to Missile defense. 3. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. I don't fully understand it either, and that's after 150 hours of play. As a result, Picket Destroyers are a ship you. Destroyers are more flexible compared to Corvettes. 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. Go to Stellaris r/Stellaris. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). You might as well also have the flak/PD. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. also remember lanchester's laws. 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). Sep 25, 2013 651 375. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. My 210k fleet vs their 135k. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. no it says barrier, never seen it before 2. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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 is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. H-slot is a fair replacement for Flak; PD does okay vs. Destroyers are the same as Fleet A. 16 Badges. But slower, less evasive and deploy slower. 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's the difference. flak or pd depends on what you're facing off against. There's no in between. 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. Stellaris beam weapons can. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 4% effective increased HP). 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. You have to keep in mind the damage modifiers for the weapons. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 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 only one or the other is present, flak is probably better since it's higher tier technology, but it can. notagoodpainter. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. 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. 48 per 0. 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. 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. Basic fighters have 65% evasion, but basic missiles have 0% evasion. Now updated to 3. 5 day Cooldown. the firing speed of flak is ~2. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 3. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Apr 16, 2021; Add bookmark #9. PD has -75% vs armor but is normal against everything else. . PD do more damage (tier 3 they do 7. and they do it quite well. Only difference is damage (1-3/1-4. This is not that guide. literally the only statistical difference between flack and PD is that. Flak deals less damage but has more tracking,. Star Wars space battles are World War 2 naval battles with a space re-skin. And PD does more DPD (2-6 vs 2-8). Which is better depends on the target. build ships. . Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 0 vs. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. Missiles, disruptors, and normal weapons alike. but they don't. Ah, didn't know it was just completely negated by any PD at all. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. May 10, 2022; Add bookmark #17 Tamwin5 said: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. So one weapon we can scratch from the list. 6 average DPD (damage per day) and PD does 1. 96 shots/day or 3. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Ok so point defense weapon can shhot down missles. Laser, disruptor, and missiles. have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. This is why the PD corvette required. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. 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. 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. 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. There was also fairly vague statement to the effect that. In fact; the best Corvettes early game (by a decent margin) wield flak. Currently Flak is generally more useful than PD due to better tracking. 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. lancefighter • 5 yr. 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. armor: 2. For those unaware, the "~" command will bring up the console. 16 Badges. Tactical lasers with IPDAI are also pretty great for point defense. And that’s a lot more labor-intensive with the new intel system. 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. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 1-3 vs 45=15 shots at max damage. so just to put this out there for the Flak vs PD in 2023. but they don't. . For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. and they do it quite well. Flak Battery: tech_flak_batteries_1: Flak Cannons:. As a bonus flak does low but existent damage. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. 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. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Best. I believe attack speed makes you fire them more frequently, so not specifically any better vs PD unless you got it to such an extreme level that it fires constantly, but it does make you attack more often and thus do more damage. 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. 8 (3. 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. Point Defense is optimal for missiles, Flak is optimal for fighter craft. This won't really slow down enemy strikecraft too much - they'll still kill you in 2 hits on average- but flak batteries have -75% vs armor, giving you a fair amount of extra health against PD. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. 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. Excellent work confirming that pd is bugged. 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. Yeah, I cut the dashers out entirely. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. The flak is superior to point defense early because of the tracking bonus. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. It would be wise to give an accurate description of which mods you play with to get opinions worth something. . Thats 95% of everything there is to know about it. and they do it quite well. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). 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. 00 hit. 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. , non-Missiles), having Flak with the same Range as a Mass Driver, better base damage (worst at Tier-0 but still present at T4), and better vs. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. More range and damage than the dedicated point defense beams, and they still track well enough. Sillez_zockt. no it says barrier, never seen it before 2. Autocannons are still solid good on Corvs to fight other Corvs. Outside of combat, strike craft regenerate at the rate displayed. There was also fairly vague statement to the effect that. ago. Space Superiority Fighters. I don't pay attention to the names of anything that isn't top tier. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 3% reduction in hits (15. I have 50 destroyers fitted with flak turrets and that is my fleet’s. There was also fairly vague statement to the effect that. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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. Torpedo assault carrier is the most balanced ship design. The main difference is tracking Point Defense is optimal for missiles, Flak is optimal for fighter craft I've been using point defense on my corvettes and they catch most of the. There are currently two different. GW/SC/PD/Flak Wonk. The main difference is tracking. PD has 25% more max damage (but the same min damage) vs Flack - at. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. 11. Then battleships do the same thing again. Once you pass a certain point in game, your tech will allow you to build. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 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. and they do it quite well. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. 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. Use picket cruisers as the bulk of your navy. Flak and point defense are pretty much the same. Point defense. . Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. Once you break through shields it's practically useless though. ago. Frigates are an advanced version. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. 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. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. But how does the Flak do damage? Is it one. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. It's even worse if multiple missiles are aiming for the same target. . 66 comments. Chad_is_admirable • 2 yr. 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. Additionally it's not a good idea to mix flak and point defense on the same ship design. One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. PD is better against non-moving targets than Flak. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. That being said, at 2200. My current understanding is that pd is better against torps and flak. A single Scout Wing has 30 hull, so it takes 30 / 2. Stellaris' recent 3. Thanks. 3 Flak guns to take out a size4 Hangar). Flak vs. Introducing the final ship that must fight it out against destroyer spam, the cruiser. Furthermore most large weapons gained minimum range. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Pd does more damage but has no tracking. Computer/Position: Rear Support. 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. Very n00b-unfriendly. . 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. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. hull: 15. They buffed torpedos amd missiles, so you gonna need more pd. You put on Kinetic Artillery and Plasma Cannons.