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. 25 day Cooldown as one M-slot SWM salvo. This is unlocked by a new Robotic Assembly Systems technology. 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. so just to put this out there for the Flak vs PD in 2023. This seems to line up to Missile defense (Point-defense) as well. H-slot is a fair replacement for Flak; PD does okay vs. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. These deal -50% damage to shields, so they are highly ineffective. Autocannons are still solid good on Corvs to fight other Corvs. 6. . 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. PD vs Flak Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as. As a bonus flak does low but existent damage. I just built a couple of sets of destroyers, one. Technically 14 pd does the same damage as flak. 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. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. Flak vs. Moongduri • 10 mo. . 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. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. If there's no bombers - PD can't deal to ships, while. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. The main difference is tracking. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Strike craft with [M] and weapons and [PD]. And besides that a Mix of Kinetic and Energy Artillery. 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. Very n00b-unfriendly. 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. 31. I’ve run a couple of fleet combat tests to see how 2. 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. While PD/Flak are improved now, they are very much "all or nothing". Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. There have been no cost adjustments. Flak Battery: tech_flak_batteries_1: Flak Cannons:. 8 (3. Flak has better tracking; PD has better damage. Go to Stellaris r/Stellaris. PD is better against non-moving targets than Flak. This is atop the fact they render all PD useless. 16 Badges. I don't fully understand it either, and that's after 150 hours of play. 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. Yes destroyers do PD better but you are forgetting that PD is utterly useless. Once you accept this, all your problems go away. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. . Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Ships do not defend themselves with point defence, they shoot any missile. 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. Scout Wing is now a primitive sort of flak SC. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. When I kit out an Onslaught XIV, it exists very much in. Questions-Comments about Flak, PD, and Autocannon from the wiki. Cruisers are good because the power spike over destroyers and corvettes is massive. Flak [With fighters maybe?] and kinetic batteries. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. That's why you have fast and nimble fighters and slow lumbering cruisers, bombing runs from point blank range, bridges put in the front of the ship instead of safely inside the core of the ship. So it's looking to me like unless my. Another option is strike craft especially after all those buffs. There was also fairly vague statement to the effect that. H-slot is a fair replacement for Flak; PD does okay vs. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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 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,. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD is better against non-moving targets than Flak. 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. On battleships, late in the game. You might as well also have the flak/PD. Autocannons will fare much better vs a corvette thanks to damage. 5 days. 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. 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. If you consolidate the 3. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. The key now is a varied fleet. 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. " 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. Originally written at the end of 3. 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. 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. Point defense. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. armor: 3. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing. You might as well also have the flak/PD. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. However Tiyanki are, at least in my games, not extremely common. Best. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Now updated to 3. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. 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. 96 shots/day or 3. - there is tier 4 kinetic PD. 2 with 3. Focus on getting combat computer tech and use swarm. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. Torpedo assault carrier is the most balanced ship design. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. In practice I believe Flak is superior to Guardian. Against a 60% evasion corvette, flak does 2. There's no in between. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. • 10 mo. First thing to fire are the missiles. 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. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. Destroyers are more flexible compared to Corvettes. True? < 1 2 >. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. 01. Pretty sure flak is better. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. . Flak Batteries are used to fend off Strike Crafts. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. These would pierce the shields and damage the armor, but because it is only one missile, it will likely get shot down by PD defenses anyways. Both have the same Accuracy. Missile strike craft. 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. 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. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. . There are currently two different. 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. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . 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. Sep 25, 2013 651 375. Ships with PD or Strike Craft provide better screening. I did the math and I have a chart if you'd like for me to DM it to you. 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. Once you break through shields it's practically useless though. 48 per 0. PD, Flak, missiles and hangars to rush in, the same way you described it. The fighters render missiles totally useless and unlike PD can damage craft. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Basically autocannons are one of best early weapons and one of biggest trap in endgame. They also have an extra 5% evasion. 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. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Original SC from the unmodded game has been converted into the laser SC from this mod. hull: 4. #8. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. If it only 2 cells it will be more logicalStellaris. 6 days, or 6. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 3 on the horizon, for single-player. Reply. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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). Explosives hit extremely hard for their weight class and strike craft are pretty versatile. If you can get Crystal Hull tech this can help you build ships more for less. PD is a balancing act that we have to do vs. The fight is very "sharp". Fighters would be far less powerful. "Why did you move the Flak Battery/Artillery to the "P" slot?" Because having Point Defense weaponry in normal slots caused all kinds of balance issues. This is baby's first try at baby's first ship builds. Interesting video. Once you break through shields it's practically useless though. I typically pair Corvettes with Destroyers to mow down practically any. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 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. also remember lanchester's laws. One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy. Hangar weapons nerf due to losing point defence capability. True?Which ship type is best? Corvettes for speed and 90% evasion. 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. You probably know point defense weapons are best for missiles and flak weapons are best for strike craft, so keep in mind if you already have some hangers in your fleet you can probably skip the flak and focus on point defense. 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. 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. 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. + the big hole cause by flak gun is horrible. This is atop the fact they render all PD useless. 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. 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. #1. 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. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Best. This seems to line up to Missile defense. PD is slightly harder hitting, Flak can reach a higher Tracking. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. . In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). The fighters are worth it without that point defense. Swapping the Flak from above for PD changed the losses to an average. It requires you (or your opponents) to be using close range computers. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Use picket cruisers as the bulk of your navy. 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. Toxoids will. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. It requires you (or your opponents) to be using close range computers. My understanding matches yours. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. 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. 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. So, the PD does neglible damage at low hit chance more than once a second. If you consolidate the 3. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Star Wars space battles are World War 2 naval battles with a space re-skin. With a wide variety of loadouts and options cruisers should be able to. SuperluminalSquid Technological Ascendancy • 3 mo. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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 corvettes and strike craft take on the enemy corvettes and absorb the PD and missiles then move on to the bigger ships who have had their shields stripped on the opening salvo. 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. Meewec Jan 5, 2020 @ 12:05am. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. - Damage. AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. 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. That being said, at 2200. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. All Stellaris needs is more tech, and more importantly, more exclusive techs. But how does the Flak do damage? Is it one. 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. It has nothing to do with Flak being moved to PD. But this gives me an idea. and they do it quite well. Missiles, disruptors, and normal weapons alike. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. 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. This seems to line up to Missile defense (Point-defense) as well. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. . ago. 66 comments. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. 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 was wrong. Cause I tend to need to replace flak more often then pd. 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. 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. spudwalt • 21 days ago. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Point Defense is optimal for missiles, Flak is optimal for fighter craft. Having greater force naturally leads to smaller losses per Lanchester's law, but in case of SC (or rockets) vs PD the effect is multiplied by the fact that small number of SC is totally negated by PD while after certain point (at which PD is saturated to capacity) SC start to break through and deal damage; the more SC amount is above PD. 47 DPD. 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. Zorro Nov 15, 2017 @ 6:06pm. 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 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. 0 vs. Both have 0. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 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. #9. Here are the release notes for the update, which will be going live later today IS NOW LIVE. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. Lets spawn the Scourge and Unbidden at the same time and see what happens. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Flak is kinetic so better vs shields. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 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. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. With a fleet fitted like this in proper numbers (I went with 20 arty. net I went file diving. r/Stellaris. There was also fairly vague statement to the effect that. 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?. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Destroyers counter corvettes. There was also fairly vague statement to the effect that. list of current FE designs - fresh from a new 1. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). You would see very few survivors among corvettes. Ok so point defense weapon can shhot down missles. 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. PD also travels instantly. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. They both shoot at both missiles and strikecraft but have third own priority. Note the 5 armor. (Also convenient when you're sending small squadrons to scoop up. Stellaris' recent 3. 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. hes now at. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). The fighters are worth it without that point defense. Damage 54-70. 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. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. So 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. 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. The PD beams are instantaneous, not like kinetics with their flight time. Corvettes are always useful for guided weapons. The only point of carriers is to add lag to the game, other than that, no point. 8 seconds. And they do. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. There's not really that much you need in terms of utility components. 5 day Cooldown. 0. Only difference is damage (1-3/1-4. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. I've been testing the effectiveness of different weapons and ship types for 1. Long answer: They’re both good if used well. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. There are currently. Yeah they dont fly faster they just shorten the reload time so. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. There was also fairly vague statement to the effect that. 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. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. I do like. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 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?How to Beat the Scavenger Bot in Stellaris. 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). All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. Same reason as above. 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. Added a Robot Assembly Complex building that gives 2 roboticist jobs. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Anti-Armor specialty. You either have "enough Point Defense/Flak Cannons", or "Not Enough". With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Command Cruiser Class. This is so effective that ~40k fleets 1:2 destro/cruiser. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 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. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. 5) * (. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. Mono-cruiser fleets are totally viable. Stellaris: Early Game Fleet Combat Meta - PD Testing. 8 seconds later. but they don't. Stellaris > General Discussions > Topic Details. 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. 375. Ok so point defense weapon can shhot down missles. but they don't. 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. kineticdreamss •• Edited. This is unlocked by a new Robotic Assembly Systems. The results of each action are based around. PD do more damage (tier 3 they do 7. 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. 4 tracking less than Flack at all 3 tiers.