Role: Mass. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. 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. There was also fairly vague statement to the effect that. The flak kills the craft faster thus getting around to missiles sooner. After gaining flak batteries any other form of PD becomes obsolete. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. As a result, Picket Destroyers are a ship you. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Flak and Point Defense do the same damage and are equally decent for general damage. 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. Technically 14 pd does the same damage as flak. Autocannons are still solid good on Corvs to fight other Corvs. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. have rather significant amounts of PD, making missile based weaponry significantly less effective. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. 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. spudwalt • 21 days ago. My current understanding is that pd is better against torps and flak. None of the Vulcans or the 2 Flak versions are wasted. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. s. Defender of the Galaxy does nothing against awakened empires. 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. Missiles start with 0 Evasion and end with 40. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Flak: 1-3 vs 35=11 shots at max damage, one of 2. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. but they don't. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. #4. The fighters are worth it without that point defense. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Zorro Nov 15, 2017 @ 6:06pm. It has nothing to do with Flak being moved to PD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Yes, flak replaces PD entirely in my builds. I've been testing the effectiveness of different weapons and ship types for 1. I lost all my bigger ships. #8. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. And only 12. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. Carrier core on the other hand has PD to save the BS from torpedoes but the Strikecraft and Missiles still has to go through armor. 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. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. literally the only statistical difference between flack and PD is that. 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. 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. 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. While PD/Flak are improved now, they are very much "all or nothing". That is why Flak moved from Medium to PD. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 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. Stellaris' recent 3. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. Ok so point defense weapon can shhot down missles. 8 seconds. You might as well also have the flak/PD. They also have an extra 5% evasion. 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. 375. Point Defense is optimal for missiles, Flak is optimal for fighter craft. 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. Technically PD guns -should- do this. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. SuperluminalSquid Technological Ascendancy • 3 mo. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. . There was also fairly vague statement to the effect that. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. You know, that thing with only one real role, defending against missiles. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Please note that unlike evasion PD is a hard counter, so if your enemy has any PD then first N shots are shot down and the rest are going through so increasing amount of G weapons by X% is guaranteed to increase damage dealt by more than X%; if half of your missiles are shot down than. 64 energy credits per month. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Use PD, shield, and shield hardeners. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Cruisers, fit for PD and Hangar, with either a fighter or bomber. There's not really that much you need in terms of utility components. Compare with Marauders : +25% hull damage, 20 dps. 00 hit. and they do it quite well. 1-3 vs 45=15 shots at max damage. There was also fairly vague statement to the effect that. 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%. 9 for THE META. Flak and point defense are pretty much the same. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. Generally, missiles are hard-countered by point-defense (and strike craft). flak or pd depends on what you're facing off against. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. But Flak's greater range and accuracy are still its main advantages over PD. 5 day Cooldown. 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. Ok so point defense weapon can shhot down missles. Taht is why PD moved from Small to PD. In Stellaris there is only ship design and fleet management. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Sep 25, 2013 654 375. . Added a Robot Assembly Complex building that gives 2 roboticist jobs. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. There was also fairly vague statement to the effect that. GW/SC/PD/Flak Wonk. As to ship builds, here i have to agree, it. 9 vs. Long answer: They’re both good if used well. Strike Craft Diversity adds 18 new components, 3 new technologies, 2 new ship sections, a new admiral trait, and a ton of improvements to Strike Craft in Stellaris. Ok so point defense weapon can shhot down missles. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Go to Stellaris r/Stellaris. There are currently two different. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 0 average damage every 0. 3 rework. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Maybe this is why I have had better experiences with flak than guardians. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. #1. . Cause I tend to need to replace flak more often then pd. I've been testing the effectiveness of different weapons and ship types for 1. As a fleet 3. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. This is why the PD corvette required. Once you pass a certain point in game, your tech will allow you to build. There was also fairly vague statement to the effect that. Stellaris, Paradox ’s science fiction grand strategy game, is big. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. 01. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. 6 days, or 6. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. True?Ok so point defense weapon can shhot down missles. PD has -75% vs armor but is normal against everything else. And that´s a good thing. If there's no bombers - PD can't deal to ships, while. 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. 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. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Stellaris > General Discussions > Topic Details. but they don't. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. That seems off. 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. 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. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. PyroMancer Oct 30, 2022 @ 3:08pm. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. Stellaris: Early Game Fleet Combat Meta - PD Testing. Flak should not be conducted without acknowledging the rest of weapons "balance" / 'meta" Strike Craft is the superior version of Point Defense/ Flak and Missiles. but they don't. - there is tier 4 kinetic PD. 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). I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 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). Stellaris has a rather cheap upgrade system, where its easy to switch designs. I don't pay attention to the names of anything that isn't top tier. There was also fairly vague statement to the effect that. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. True? เข้าสู่ระบบ ร้านค้าSo it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. 375. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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 how does the Flak do damage? Is it one. My understanding matches yours. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. #1. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. -75% against armor. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. Apr 16, 2021; Add bookmark #9. Corvettes are always useful for guided weapons. More range and damage than the dedicated point defense beams, and they still track well enough. 0 vs. 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. ago. ago. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. kineticdreamss •• Edited. . Apr 2, 2021; Add bookmark #18 CrazyJ said: the issue is that you guys are going wildly off topic and hijacking a thread about a problem in a sci fi game with an argument about something that is at best tangentially. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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. 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. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Also, part of the big problem is overkill. I've been using point defense on my corvettes and they catch most of the missiles. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Best. -75% against armor. 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. And that’s a lot more labor-intensive with the new intel system. armor: 2. You have to keep in mind the damage modifiers for the weapons. . You might as well also have the flak/PD. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. It seems that PD destroyers are completely useless. So around year 100, I make the switch to Plasma weapons and either particle lances or energy torpedoes (from the disruptor line), with some of my own point defense thrown in for. Per page: 15 30 50. However, the alloys would cost 0. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. In Stellaris there are very rarely reasons to continue fighting a losing battle. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. Fighter: Fighter will fight enemies fighters, bombers, and strikecrafts, they will also tend to cover friendly bombers from enemy fighters, And yes, they can also be shot down by P. Both have the same Accuracy. I never use flak though, because strike craft also engaged each other, and idk if that's. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot garbage). 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). Thanks. The PD beams are instantaneous, not like kinetics with their flight time. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 3. 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 missle launchers. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Fighters would be far less powerful. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. ago. 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. Flak vs. Yes destroyers do PD better but you are forgetting that PD is utterly useless. It's even worse if multiple missiles are aiming for the same target. PD is good for targetting missiles. Flaks are good at targetting fighters, and I suppose smaller ships. Ideal for intercepting, escorting, and dogfighting. Ok so point defense weapon can shhot down missles. Flak Battery has 2. Reply. 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. Also some anti-corvette capabilities. 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. . PD has 25% more max damage (but the same min damage) vs Flack - at. The. Flak has better tracking; PD has better damage. 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. 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. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. Also: - there is tier 4 laser PD. True? < 1 2 >. Star Wars space battles are World War 2 naval battles with a space re-skin. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. This is atop the fact they render all PD useless. shields: 6. , 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. My understanding matches yours. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. PD is slightly harder hitting, Flak can reach a higher Tracking. e. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. There's no in between. 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. 13th has to be 2 or above. 129. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. Or if you unlock them even mid war it can turn the tides. Note the 5 armor. 0 / 0. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. 3 vs. GW/SC/PD/Flak Wonk. 4% effective increased HP). 3. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Missiles don’t have evasion but strike-craft do. 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. Autocannons will fare much better vs a corvette thanks to damage. ago. This seems to line up to Missile defense (Point-defense) as well. But it require to kill Scavenger Bot. but they don't. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. Both have the same Accuracy. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. lancefighter • 5 yr. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. There are currently. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. #10 < > Showing 1-10 of 10 comments . So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. 47 DPD. With a wide variety of loadouts and options cruisers should be able to. See full list on gametaco. This why we calculate eDps and run tests. Missile strike craft. This is the same reason that prethoryn swarm strikers are so resistant to PD. 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. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. Apr 29, 2019; Add bookmark #1 I’m not seeing real good explanations for the Disengagement mechanic for warships, either in threads here or on the Stellaris Wiki. Stellaris Real-time strategy Strategy video game Gaming. 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. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. I have 50 destroyers fitted with flak turrets and that is my fleet’s. With 7xw pd I will say it prevented 40% nuke and emp hits. 66 comments. Ah, got it. 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. Stellaris. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Technically 14 pd does the same damage as flak. and they do it quite well. 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. Destroyers are more flexible compared to Corvettes. 8. 0 Railgun (50 range, 50 tracking) vs. Focus on getting combat computer tech and use swarm. Computer/Position: Rear Support. Which is better depends on the target. while the destroyers or corvettes behind provide PD and dodge support. . 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. I did the math and I have a chart if you'd like for me to DM it to you. . 3% reduction in hits (15. But it cost minor artifacts. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). . Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. Very n00b-unfriendly. Missiles don’t have evasion but strike-craft do. . Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. This allows you to bring up cheats like max_resources, instant_build,. Flak [With fighters maybe?] and kinetic batteries. 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. 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. 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). There was also fairly vague statement to the effect that. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. They buffed torpedos amd missiles, so you gonna need more pd. That's how point defence works in Stellaris. Still learning combat and I thought I had decent missile defense. Add a pinch of Titan to taste. It requires you (or your opponents) to be using close range computers. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Space Superiority Fighters. And besides that a Mix of Kinetic and Energy Artillery. armor: 3. 2. flak is supposed to prioritize strikecraft and PD prioritizes missiles. This is baby's first try at baby's first ship builds. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 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. Pretty sure flak is better. There's no in between. kineticdreamss •• Edited. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. The only point of carriers is to add lag to the game, other than that, no point. Just luke before. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. 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?. I used to use flak guns but they are truly useless. Flak vs. I did the math and I have a chart if you'd like for me to DM it to you. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. . . Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD.