Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. 17 needs to be 2 or 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Currently you can also abuse the PD priority by having just a few carriers with fighters and a lot of missiles, enemy PD wont fire at your missiles as long as there are fighters/bombers on the field. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Destroyers are more flexible compared to Corvettes. 12. I do like. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Which battleship build is better v. Flak vs. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. 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). 16 Badges. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. 3 vs. . This seems to line up to Missile defense (Point-defense) as well. PD would still be better for missiles because of the lower cooldown and the fact that auto. There was also fairly vague statement to the. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. This is atop the fact they render all PD useless. Apr 19, 2023. PD is energy so weak against shields. 3 on the horizon, for single-player. 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). Also: - there is tier 4 laser PD. and they do it quite well. Flaks are good at targetting fighters, and I suppose smaller ships. It seems that PD destroyers are completely useless. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. It all by feel. 0 Railgun (50 range, 50 tracking) vs. The flak is superior to point defense early because of the tracking bonus. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. With a fleet fitted like this in proper numbers (I went with 20 arty. . I used to use flak guns but they are truly useless. Fallen empires uses tons of both. Finally, don't despair. 25 days to defeat them, with each kill reducing incoming damage by 10%. So one weapon we can scratch from the list. ago. Basic fighters have 65% evasion, but basic missiles have 0% evasion. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Depends kinda on what for a fleet design you are aiming for and what you prefer. Flak on the other hand starts at 50 Tracking and ends at 70. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. but they don't. But it require to kill Scavenger Bot. 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. The fight is very "sharp". Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. 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. 47 DPD. This is unlocked by a new Robotic Assembly Systems technology. True?Ok so point defense weapon can shhot down missles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Missiles start with 0 Evasion and end with 40. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Which is better depends on the target. If the Cruisers stray too far. So it's looking to me like unless my. 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. Amoeba: 1-4 vs 50=12 shots at max damage. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Flak and point defense are pretty much the same. Excellent work confirming that pd is bugged. Just swap the artillery core for the carrier core and leave everything else the same. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. 5 day, and deals only 25% damage vs armor so it deals only 3 damage per day to missiles as long as those has armor, and 6 to hull, so it needs 5 shots (3 days) to destroy regular missile, so its more than half effective as PD, but lets assume its half for easier calculations, so it CAN. And most of bombers (range 8) will able to shoot in their targets under fire of only nearby ships (PD range 10), while flak effectively wipe them on approach. Against fallen empires I often go for an Arc emitter build. . 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. 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. I did the math and I have a chart if you'd like for me to DM it to you. . Artillery/Carrier remains a powerful fleet design in 3. I can't imagine that's changed that much. Use picket cruisers as the bulk of your navy. But much faster and able to evade flak/pd better. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 64 energy credits per month. 6 days, or 6. 16 Badges. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The fight is very "sharp". 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. notagoodpainter. PD is slightly harder hitting, Flak can reach a higher Tracking. Also, part of the big problem is overkill. no it says barrier, never seen it before 2. 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. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. They don't attack ships I think. It requires you (or your opponents) to be using close range computers. 0 average damage every 0. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 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 prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. flak is supposed to prioritize strikecraft and PD prioritizes missiles. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. 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. 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. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. 2 with 3. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Kinectics and Lasers hit instantly as soon as they are fired. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 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. Can't remember the numbers but I remember someone on reddit did the math back when 2. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. I was wrong. but they don't. 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. They buffed torpedos amd missiles, so you gonna need more pd. Mono-cruiser fleets are totally viable. As a bonus flak does low but existent damage. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Once you break through shields it's practically useless though. and they do it quite well. Sep 25, 2013 654 375. 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. Destroyers are the same as Fleet A. Point Defense is optimal for missiles, Flak is optimal for fighter craft. The flak kills the craft faster thus getting around to missiles sooner. 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. 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. 11. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 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. Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). I never use flak though, because strike craft also engaged each other, and idk if that's. - there is tier 4 kinetic PD. 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. 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. In Stellaris there are very rarely reasons to continue fighting a losing battle. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). 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. 6+ rebalance), but the weakness to Flak has made it trickier to use. The main difference is tracking. Also: - there is tier 4 laser PD. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. In fact; the best Corvettes early game (by a decent margin) wield flak. If you consolidate the 3. 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. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. Note the 5 armor. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. 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. The bigger your fleet, the better each ship is protected. Post 2. SuperluminalSquid Technological Ascendancy • 3 mo. There are currently two different. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 3% reduction in hits (15. Once you pass a certain point in game, your tech will allow you to build. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. PD has -75% vs armor but is normal against everything else. 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. 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. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. #9. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Ok so point defense weapon can shhot down missles. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. Go to Stellaris r/Stellaris. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. 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. 3. 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. Note that Attack Moons are part of a mod (specifically Gigastructures). 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. 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. but they don't. build ships. I've been testing the effectiveness of different weapons and ship types for 1. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Once you break through shields it's practically useless though. That seems off. . 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. 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. Ah, got it. PD do more damage (tier 3 they do 7. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. PD is better against non-moving targets than Flak. 5 day Cooldown. 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. PD is better against non-moving targets than Flak. There was also fairly vague statement to the effect that. 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. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. 6. With 7xw pd I will say it prevented 40% nuke and emp hits. s. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. Just think about it. PD has 0. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. 30 Range is very low. Strike Craft have far higher evasion stats than Missiles do. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. More like 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). 4 tracking less than Flack at all 3 tiers. 30 Range is very low. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. Torpedo assault carrier is the most balanced ship design. 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. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. 0. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 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. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. " 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. It only works against the crisis (Contingency, Unbidden, or Scourge). 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. Yeah they dont fly faster they just shorten the reload time so. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. And that´s a good thing. "Why did you move the Flak Battery/Artillery to the "P" slot?" Because having Point Defense weaponry in normal slots caused all kinds of balance issues. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. . Maybe this is why I have had better experiences with flak than guardians. 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. . 6 damage per day. 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 use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. PD has 25% more max damage (but the same min damage) vs Flack - at. 16 Badges. Next to fire are the lasers in the L-Slots. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. . Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. There was also fairly vague statement to the effect that. Original SC from the unmodded game has been converted into the laser SC from this mod. Moongduri • 10 mo. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. 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. 66 comments. Flak Battery: tech_flak_batteries_1: Flak Cannons:. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. The discussion about PD vs. True?A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. 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. 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. Point defense. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. Compare with Marauders : +25% hull damage, 20 dps. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. Sep 25, 2013 654 375. H-slot is a fair replacement for Flak; PD does okay vs. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. hull: 15. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Role: Mass. Flak deals less damage but has more tracking,. 9 vs. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . but they don't. So, the PD does neglible damage at low hit chance more than once a second. Thanks. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. 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. Don't stress about armor or shield tech. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. After gaining flak batteries any other form of PD becomes obsolete. but they don't. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. 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. 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. I would argue that Machine Guns are a waste, but then they're more of a "crossover" between barely-usable PD and close-range shield killer. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. But Flak's greater range and accuracy are still its main advantages over PD. 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. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Stellaris beam weapons can. 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. Flak is kinetic so better vs shields. 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. Missiles are somewhat better against point defense, by dint. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. 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. 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. but they don't. Comparing what flak means in the modern era and what flak means in futuristic void combat is like comparing the role of cavalry in 1812 and 1942. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Are extremely powerful vs AI. GW/SC/PD/Flak Wonk. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. A single Scout Wing has 30 hull, so it takes 30 / 2. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. If you get cruisers before an enemy, you get a free war. But Flak's greater range and accuracy are still its main advantages over PD. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. I lost all my bigger ships. It's even worse if multiple missiles are aiming for the same target. . PD, Flak, missiles and hangars to rush in, the same way you described it. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 16 Badges. 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. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 1-3 vs 50=16 at max damage. 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. 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. Point Defenses have fewer tiers. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak [With fighters maybe?] and kinetic batteries. also remember lanchester's laws. 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 it require to kill Scavenger Bot. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. There have been no cost adjustments. - Damage. That being said, at 2200. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. 01. 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. (Also convenient when you're sending small squadrons to scoop up. 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. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. 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). 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.