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. Use PD, shield, and shield hardeners. 9 for THE META. the flak will kill the strikecraft and move on to the missiles faster than the PD can kill the missiles and then move on to the strikecraft. Toxoids will. Mesl •. Missiles start with 0 Evasion and end with 40. SuperluminalSquid Technological Ascendancy • 3 mo. Focus on getting combat computer tech and use swarm. Torpedo assault carrier is the most balanced ship design. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. and they do it quite well. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. e. Reply. Pretty sure flak is better. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. #1. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. PD have 4 major drawback : - Range. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Long answer: They’re both good if used well. If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large. True?How to Beat the Scavenger Bot in Stellaris. But it require to kill Scavenger Bot. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. 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. Mono-cruiser fleets are totally viable. And besides that a Mix of Kinetic and Energy Artillery. Don't stress about armor or shield tech. and they do it quite well. 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. But it cost minor artifacts. but they don't. Pd does more damage but has no tracking. Example for 160 fleet cap. That is why we got XL and T slots added in the 1. 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. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. The key now is a varied fleet. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 3 rework. 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. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. Sep 25, 2013 652 375. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. Yes, flak replaces PD entirely in my builds. Which is better depends on the target. 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. 6 days, or 6. Point defense. Missiles, disruptors, and normal weapons alike. Now Flak: It deals avarage 6 damage per shot, reload in 0. 0 vs. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Yes destroyers do PD better but you are forgetting that PD is utterly useless. Which battleship build is better v. . There's no in between. the firing speed of flak is ~2. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. The Aquatic trait now costs 2 points. 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 is energy so weak against shields. When I kit out an Onslaught XIV, it exists very much in. 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. One thing to keep in mind about flak is that it is heavily research gated. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Against a 60% evasion corvette, flak does 2. #1. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. and they do it quite well. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Fallen empires uses tons of both. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Originally written at the end of 3. 9 vs. But it cost minor artifacts. 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. While PD/Flak are improved now, they are very much "all or nothing". Scout Wing is now a primitive sort of flak SC. You have to keep in mind the damage modifiers for the weapons. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. Can't remember the numbers but I remember someone on reddit did the math back when 2. flak or pd depends on what you're facing off against. 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. . All corvettes. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 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. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. 5 game (observe mode). Paradox Interactive has unveiled Toxoids, a new Species Pack DLC for Stellaris that'll bring the "most stubborn species in the game's history" when it comes to PC on 20th September. Technically 14 pd does the same damage as flak. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and 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. . So one weapon we can scratch from the list. You would see very few survivors among corvettes. literally the only statistical difference between flack and PD is that. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. 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. PD, Flak, missiles and hangars to rush in, the same way you described it. . Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. 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. And that’s a lot more labor-intensive with the new intel system. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. In practice I believe Flak is superior to Guardian. 2 with 3. 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. Also: - there is tier 4 laser PD. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. 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). Flak + Missiles beat PD + Missiles and pure Missile Corvettes. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 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. Are extremely powerful vs AI. It's very effective. 25 day Cooldown as one M-slot SWM salvo. . But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. Basic fighters have 65% evasion, but basic missiles have 0% evasion. 31. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. 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. 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. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. The fighters are worth it without that point defense. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. Let us begin. Flak: 1-3 vs 35=11 shots at max damage, one of 2. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. GW/SC/PD/Flak Wonk. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. Once you accept this, all your problems go away. and they do it quite well. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Cruisers, fit for PD and Hangar, with either a fighter or bomber. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. This seems to line up to Missile defense (Point-defense) as well. True?Stellaris > General Discussions > Topic Details. hes now at. armor: 2. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Sep 25, 2013 654 375. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Flak Batteries are used to fend off Strike Crafts. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. I've been testing the effectiveness of different weapons and ship types for 1. 8 seconds later. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Original SC from the unmodded game has been converted into the laser SC from this mod. As a result, Picket Destroyers are a ship you. Star Wars space battles are World War 2 naval battles with a space re-skin. These deal -50% damage to shields, so they are highly ineffective. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 8. . Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I used to use flak guns but they are truly useless. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. 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. Zorro Nov 15, 2017 @ 6:06pm. 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. This is unlocked by a new Robotic Assembly Systems technology. 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. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. This is atop the fact they render all PD useless. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD is better (Marauder Missiles have 40 evasion, so still 10 evasion vs max tier PD) The balance point on Flak with Strike Craft (and similarly Point Defense with Guided Weapons) is in determining how many Flak attacks are going to go against an SC squadron at a time. 1-3 vs 50=16 at max damage. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Thats 95% of everything there is to know about it. - there is tier 4 kinetic PD. Flak actually has better DPS VS shields than PD. 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. Just swap the artillery core for the carrier core and leave everything else the same. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. 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. The. However, the alloys would cost 0. 3% reduction in hits (15. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Flak. Ships do not defend themselves with point defence, they shoot any missile. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. 96 shots/day or 3. 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. Next to fire are the lasers in the L-Slots. 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. But this gives me an idea. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 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 sometimes dipped in hangars, too. #4. spudwalt • 21 days ago. 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. Hangar weapons nerf due to losing point defence capability. 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 fact; the best Corvettes early game (by a decent margin) wield flak. A single Scout Wing has 30 hull, so it takes 30 / 2. 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. I had about 20k reinforcements trickle in while the battle was going. ) either buffed or nerfed depending on use-case scenario. If you consolidate the 3. Both have the same Accuracy. Point defense. 2 was latest version. . 0 Stellaris has more tactical depth in it - I could wage wars against much more powerful empires and won a heroic victory (speaking in Total War's terms) by luring enemy fleet to a heavily fortified starbase, supported by my main fleet which was inferior. PD starts with 10 Tracking and ends with 30. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. shields: 18. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Added a Robot Assembly Complex building that gives 2 roboticist jobs. I did the math and I have a chart if you'd like for me to DM it to you. There was also fairly vague statement to the effect that. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. 4% effective increased HP). PD is better against non-moving targets than Flak. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. Flak vs. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. 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. There was also fairly vague statement to the effect that. The reason armour is terrible is because of 100% armour penetration existing. Don't use the picket AI except in the. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. . With 7xw pd I will say it prevented 40% nuke and emp hits. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. literally the only statistical difference between flack and PD is that. There's not really that much you need in terms of utility components. Chad_is_admirable • 2 yr. 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. 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. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 8 (3. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. With flak it about 25% effective. • 10 mo. Much like Paradox’s own Crusader Kings 3. 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. #9. 16 Badges. There was also fairly vague statement to the effect that. . " 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. They both shoot at both missiles and strikecraft but have third own priority. 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 is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. 25 days to defeat them, with each kill reducing incoming. 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. PD is slightly harder hitting, Flak can reach a higher Tracking. 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. 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. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. See full list on gametaco. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. 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. The bigger your fleet, the better each ship is protected. 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. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. That's the difference. Flak deals less damage but has more tracking,. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 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. In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. I lost all my bigger ships. 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. 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. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Space Superiority Fighters. There was also fairly vague statement to the. while the destroyers or corvettes behind provide PD and dodge support. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Amoeba: 1-4 vs 50=12 shots at max damage. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 25 days to defeat them, with each kill reducing incoming damage by 10%. 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. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 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,. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Also some anti-corvette capabilities. There was also fairly vague statement to the effect that there were changes coming down the pipe such. . Stellaris beam weapons can. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. flak is supposed to prioritize strikecraft and PD prioritizes missiles. It only works against the crisis (Contingency, Unbidden, or Scourge). Why the hell falk need so much space. In fact; the best Corvettes early game (by a decent margin) wield flak. ago. There was also fairly vague statement to the effect that. 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). 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. 375. They buffed torpedos amd missiles, so you gonna need more pd. 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. Corvettes are always useful for guided weapons. Apr 19, 2023. Stellaris, Paradox ’s science fiction grand strategy game, is big. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 8 seconds. 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. Stellaris Real-time strategy Strategy video game Gaming. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. If the target's evasion is 20 more than the EPD's. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 6 = 11. 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. . And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Technically PD guns -should- do this. 6 average DPD (damage per day) and PD does 1. 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. 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. 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. 5 day Cooldown. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. 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. Ok so point defense weapon can shhot down missles. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Laser, disruptor, and missiles. But slower, less evasive and deploy slower. 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. 37 per month. Cause I tend to need to replace flak more often then pd.