stellaris flak vs pd. This is unlocked by a new Robotic Assembly Systems. stellaris flak vs pd

 
 This is unlocked by a new Robotic Assembly Systemsstellaris flak vs pd  I don't even add PD to my hanger sections to save minerals and power

After gaining flak batteries any other form of PD becomes obsolete. 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. - there is tier 4 kinetic PD. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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. However Tiyanki are, at least in my games, not extremely common. This is the same reason that prethoryn swarm strikers are so resistant to PD. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Flak vs. Reply. 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. Sep 25, 2013 651 375. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. 3 vs. For example, you could equip destroyers with S and M weapons along with PD with the gunship + picket section combo with the tracking AI if you are figthing a mono missile corvette fleet and have the ability to switch it up by getting L weapons if you are fighting anything bigger than a. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Also a general balance to A ship slots, will change the amount given based on ship hull group. 16 Badges. Flak Battery: tech_flak_batteries_1: Flak Cannons:. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit. 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). If you consolidate the 3. 3. Stellaris. Just swap the artillery core for the carrier core and leave everything else the same. 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. 47 DPD. e. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Tinca12 • 10 mo. There used to be a bug (might still exist) where flak would not fire at missiles if hostile fighters were in system and PD would not fire at fighters if hostile missiles were in system. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Can't remember the numbers but I remember someone on reddit did the math back when 2. 375. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. 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. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. The only time when PD is has enough tracking to be effective against Strike Craft is with. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. Add a pinch of Titan to taste. 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. - there is tier 4 kinetic PD. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Ship fire rate and range are still important, I think. Note the 5 armor. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The Flak does quite a big chunk and at longer range but only every 3 seconds. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. Frigates are an advanced version. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Both have the same Accuracy. Use PD, shield, and shield hardeners. I used to use flak guns but they are truly useless. PD and Flak rates as some of the best damage and yet they are some of the worst. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Missile Defense. literally the only statistical difference between flack and PD is that. . 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. The only point of carriers is to add lag to the game, other than that, no point. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. Tactical lasers with IPDAI are also pretty great for point defense. If you can get Crystal Hull tech this can help you build ships more for less. Considering that most hangar modules, also have PD slots, it'd appear then that the two might have some combined tactical value against foes using a lot of missiles; the fighters being able to thin missiles out at range, while the point defences clean up those that remain and help provide some cover in knife-fights, without investing as. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. 30 Range is very low. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. I never use flak though, because strike craft also engaged each other, and idk if that's. also remember lanchester's laws. They both shoot at both missiles and strikecraft but have third own priority. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. 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. 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. hull: 15. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. GW/SC/PD/Flak Wonk. Stellaris' recent 3. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. So, the PD does neglible damage at low hit chance more than once a second. 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. Apr 19, 2023. 30 Range is very low. . Best. and they do it quite well. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. As probably most of you know. but they don't. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 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. True?Stellaris > General Discussions > Topic Details. Like titleIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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,. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. I sometimes dipped in hangars, too. Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Defender of the Galaxy does nothing against awakened empires. But how does the Flak do damage? Is it one. " 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. net I went file diving. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Next to fire are the lasers in the L-Slots. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Both bypass shields. 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?. And honestly, after you unlock flak, those P slots are just wasted and useless anyway, because flak is a much better mid-late PD variant that doesn't require you to use PD sections and compromise offensive power. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. A good foundation to fiddle with numbers and composition to suit your play styles. There was also fairly vague statement to the effect that. It seems that PD destroyers are completely useless. #8. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. 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. 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. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. - Damage. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. but it used to be that pd was for missiles and flak was for strike craft. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. This is not that guide. but they don't. Much like Paradox’s own Crusader Kings 3. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Flaks are good at targetting fighters, and I suppose smaller ships. It all by feel. 0 Railgun (50 range, 50 tracking) vs. I went file diving. Both have 0. 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). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Basic answer is - battleships with pure long ranged weapons. 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. Flak actually has better DPS VS shields than PD. Very n00b-unfriendly. Cruisers are good because the power spike over destroyers and corvettes is massive. 27 dps. 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 key now is a varied fleet. 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. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy 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. 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. Which battleship build is better v. 5 days. r/Stellaris. That is why Flak moved from Medium to PD. . Kinectics and Lasers hit instantly as soon as they are fired. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. 6 days, or 6. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. . Flak + Missiles beat PD + Missiles and pure Missile Corvettes. 0, so I'm not familiar anymore. In practice I believe Flak is superior to Guardian. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. 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. , 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. That being said, at 2200. I can't imagine that's changed that much. And that’s a lot more labor-intensive with the new intel system. PD starts with 10 Tracking and ends with 30. #4. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 0 average damage every 0. Just luke before. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Stellaris Real-time strategy Strategy video game Gaming. I've been using point defense on my corvettes and they catch most of the missiles. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Thanks. Command Cruiser Class. 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. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. Just think about it. 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. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. There are currently two different. 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. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. Random. I do like. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. 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. True? < 1 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. Cruisers, fit for PD and Hangar, with either a fighter or bomber. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Missiles don’t have evasion but strike-craft do. I typically pair Corvettes with Destroyers to mow down practically any. lancefighter • 5 yr. Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. Point Defense is optimal for missiles, Flak is optimal for fighter craft. 66 comments. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). Technically 14 pd does the same damage as flak. and they do it quite well. Flak seems to have better stats then point defense but can it still shoot down missiles well. Destroyers are more flexible compared to Corvettes. . 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. Flak is useful against close range strike craft. Flak has the tracking to be effective against Corvettes with early-game tech; this will allow the flak to deal meaningful damage to enemy ships while their missiles reload (or if they don't use missiles at all). Yes destroyers do PD better but you are forgetting that PD is utterly useless. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. There was also fairly vague statement to the effect that. 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. That's how point defence works in Stellaris. Currently Flak is generally more useful than PD due to better tracking. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. Are extremely powerful vs AI. Stellaris: Early Game Fleet Combat Meta - PD Testing. 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?Yes and yes. #10 < > Showing 1-10 of 10 comments . With a fleet fitted like this in proper numbers (I went with 20 arty. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. H-slot is a fair replacement for Flak; PD does okay vs. but they don't. 3 rework. Flak and Point Defense do the same damage and are equally decent for general damage. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. Note that Attack Moons are part of a mod (specifically Gigastructures). In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. But it cost minor artifacts. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. Yeah, I cut the dashers out entirely. shields: 6. While PD/Flak are improved now, they are very much "all or nothing". 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. And besides that a Mix of Kinetic and Energy Artillery. And PD does more DPD (2-6 vs 2-8). You either have "enough Point Defense/Flak Cannons", or "Not Enough". and they do it quite well. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. Once you accept this, all your problems go away. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. They don't attack ships I think. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Picket bow is garbage unless you're building ships with no goal other than "maximize PD per fleet capacity", but picket stern is only a very slight decrease in expect DPS vs. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. Furthermore most large weapons gained minimum range. 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. This seems to line up to Missile defense (Point-defense) as well. 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. PD is energy so weak against shields. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. This is atop the fact they render all PD useless. even when the fighters are out of range but the missiles arent the PD is kinda locked on the fighters and will happily watch you nuke a large. The Aquatic trait now costs 2 points. 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. Swapping the Flak from above for PD changed the losses to an average. e. This is baby's first try at baby's first ship builds. 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. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 64 energy credits per month. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. Sep 25, 2013 651 375. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor 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. My current understanding is that pd is better against torps and flak. 3 on the horizon, for single-player. 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). With tier 5 armor you can get to 90% armor easy. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. 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. This is why the PD corvette required. Point defense. 0 vs. no it says barrier, never seen it before 2. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. Against fallen empires I often go for an Arc emitter build. 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. Additionally it's not a good idea to mix flak and point defense on the same ship design. -75% against armor. 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). Mostly I’m trying to understand how disengagement works differently for different sizes of ships. This allows you to bring up cheats like max_resources, instant_build,. Now updated to 3. Destroyers counter corvettes. . Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. On battleships, late in the game. 649. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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?. ) either buffed or nerfed depending on use-case scenario. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. More range and damage than the dedicated point defense beams, and they still track well enough. • 10 mo. Technically 14 pd does the same damage as flak. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. #1. 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. True?Which ship type is best? Corvettes for speed and 90% evasion. 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. It only works against the crisis (Contingency, Unbidden, or Scourge). and they do it quite well. Zorro Nov 15, 2017 @ 6:06pm. 2 with 3. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Missile strike craft. PD is slightly harder hitting, Flak can reach a higher Tracking. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. In practice I believe Flak is superior to Guardian. PD has 25% more max damage (but the same min damage) vs Flack - at. Fallen empires uses tons of both. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There was also fairly vague statement to the effect that. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Point defense. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. kineticdreamss •• Edited. Also: - there is tier 4 laser PD. 5 day Cooldown. 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. Flak. See full list on gametaco. The fight is very "sharp". As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. . Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. 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. PD starts with 10 Tracking and ends with 30. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Missiles don’t have evasion but strike-craft do. 31. 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. but they don't. 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 Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Then battleships do the same thing again. Ships do not defend themselves with point defence, they shoot any missile. So, I see a fair few guides talking about how to get good ships, usually by bragging about getting Titans by 2230 and repeatables by 2250. 0 / 0. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. 48 per 0. 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. Role: Mass. Excellent work confirming that pd is bugged. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. This seems to line up to Missile defense (Point-defense) as well. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. Towards the midgame you'll start leaning towards torps. The flak kills the craft faster thus getting around to missiles sooner. Amoeba: 1-4 vs 50=12 shots at max damage. I don't even add PD to my hanger sections to save minerals and power.