I lost all my bigger ships. These deal -50% damage to shields, so they are highly ineffective. , 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. 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. Anti-Armor specialty. 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. while the destroyers or corvettes behind provide PD and dodge support. hull: 4. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. - there is tier 4 kinetic PD. But much faster and able to evade flak/pd better. Missile strike craft. PD do more damage (tier 3 they do 7. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. I sometimes dipped in hangars, too. 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. 3. Stellaris' recent 3. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. For example 15k made heavy use of missiles while 17k had no PD, or 15k had lots of fighters and bombers and 17k had little to no flak cannons. Both have the same Accuracy. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. Taht is why PD moved from Small to PD. 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. 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. 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. There was also fairly vague statement to the effect that. . Outside of combat, strike craft regenerate at the rate displayed. 47 DPD. Laser, disruptor, and missiles. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. I don't pay attention to the names of anything that isn't top tier. 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. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 8 seconds. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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 so effective that ~40k fleets 1:2 destro/cruiser. . Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. 96 shots/day or 3. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. The PD beams are instantaneous, not like kinetics with their flight time. But it cost minor artifacts. ago. kineticdreamss •• Edited. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. So one weapon we can scratch from the list. NMCs have more Evasion, which may make them less juicy of targets than SWMs for occupying PD, and two S-slots would output 10 NMCs over the same 4. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. . Flak and point defense are pretty much the same. 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). 11. 64 energy credits per month. If you consolidate the 3. The discussion about PD vs. 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). 9 for THE META. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. You might as well also have the flak/PD. Towards the midgame you'll start leaning towards torps. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 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. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. I do like. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. The only time when PD is has enough tracking to be effective against Strike Craft is with. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). You have to keep in mind the damage modifiers for the weapons. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Cruisers, fit for PD and Hangar, with either a fighter or bomber. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. 6 damage per day. PD would still be better for missiles because of the lower cooldown and the fact that auto. This is unlocked by a new Robotic Assembly Systems. Stellaris, Paradox ’s science fiction grand strategy game, is big. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. 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. "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. 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. They buffed torpedos amd missiles, so you gonna need more pd. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. There was also fairly vague statement to the effect that. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. The fight is very "sharp". Missiles, disruptors, and normal weapons alike. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. Stellaris > General Discussions > Topic Details. 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. More range and damage than the dedicated point defense beams, and they still track well enough. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. but they don't. This won't really slow down enemy strikecraft too much - they'll still kill you in 2 hits on average- but flak batteries have -75% vs armor, giving you a fair amount of extra health against PD. 129. 12. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. PD starts with 10 Tracking and ends with 30. 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). 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Don't bother with any other weapon type on them, they aren't worth it. Carriers are situational. . You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Swapping the Flak from above for PD changed the losses to an average. A good foundation to fiddle with numbers and composition to suit your play styles. 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. Cruisers are good because the power spike over destroyers and corvettes is massive. Are extremely powerful vs AI. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. It cannot cover entire fleet. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Just luke before. but they don't. • 10 mo. Flak has better tracking; PD has better damage. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Maybe this is why I have had better experiences with flak than guardians. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. GW/SC/PD/Flak Wonk. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. There was also fairly vague statement to the effect that. 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 an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 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). I've been using point defense on my corvettes and they catch most of the missiles. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. See full list on gametaco. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. The only point of carriers is to add lag to the game, other than that, no point. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. net I went file diving. Comparing what flak means in the modern era and what flak means in futuristic void combat is like comparing the role of cavalry in 1812 and 1942. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Flak is kinetic so better vs shields. But Flak's greater range and accuracy are still its main advantages over PD. Autocannons are still solid good on Corvs to fight other Corvs. This is the same reason that prethoryn swarm strikers are so resistant to PD. That's how point defence works in Stellaris. 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. And besides that a Mix of Kinetic and Energy Artillery. ago. Flak is kinetic so better vs shields. First thing to fire are the missiles. SuperluminalSquid Technological Ascendancy • 3 mo. 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. so just to put this out there for the Flak vs PD in 2023. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. As a fleet 3. But it require to kill Scavenger Bot. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. • 9 mo. but they don't. PD is good for targetting missiles. Plasma has -75% damage vs shields. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 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. Note the 5 armor. You might as well also have the flak/PD. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. 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. 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. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. r/Stellaris. 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. Original SC from the unmodded game has been converted into the laser SC from this mod. 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. 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. Also a general balance to A ship slots, will change the amount given based on ship hull group. One thing to keep in mind about flak is that it is heavily research gated. If you get cruisers before an enemy, you get a free war. 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. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. notagoodpainter. Computer/Position: Rear Support. Added a Robot Assembly Complex building that gives 2 roboticist jobs. Sep 25, 2013 654 375. 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. You first need to research t2 kinetics, then t2 auto cannons, while almost all empires get the research for pd from the pirate event and for the remainder it is a low ranked tech that has a high probability of coming up early on. Lets spawn the Scourge and Unbidden at the same time and see what happens. With 7xw pd I will say it prevented 40% nuke and emp hits. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. That's the difference. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. This seems to line up to Missile defense (Point-defense) as well. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. If the Cruisers stray too far. 0 Railgun (50 range, 50 tracking) vs. It seems that PD destroyers are completely useless. It only works against the crisis (Contingency, Unbidden, or Scourge). Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Ok so point defense weapon can shhot down missles. Flak actually has better DPS VS shields than PD. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Point Defense is optimal for missiles, Flak is optimal for fighter craft. It's very effective. Unfortunately due to the fact that evasion is capped at 90% and you get a bunch of flat tracking bonuses (most notably sensors giving +15) even a max evasion corvette tends to just get destroyed. 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). Tinca12 • 10 mo. While PD/Flak are improved now, they are very much "all or nothing". Add a pinch of Titan to taste. This is why the PD corvette required. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). I did the math and I have a chart if you'd like for me to DM it to you. If it only 2 cells it will be more logicalStellaris. ago. Afaik everyone came to the same result there - line computer beats every other computer, giga wins in arty vs arty, tl wins in line vs line, and aside from line computer (assuming you don’t have unreliable special components like precog or enigmatic), range and tracking is otherwise king due to accuracy cap on to hit chance. This is unlocked by a new Robotic Assembly Systems technology. 01. Missiles don’t have evasion but strike-craft do. 27 dps. Still learning combat and I thought I had decent missile defense. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. 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. Don't stress about armor or shield tech. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. Questions-Comments about Flak, PD, and Autocannon from the wiki. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. lancefighter • 5 yr. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. 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. Pretty sure flak is better. This seems to line up to Missile defense (Point-defense) as well. Just swap the artillery core for the carrier core and leave everything else the same. 30 Range is very low. Reply. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. Toxoids will. Flak. True?Stellaris > General Discussions > Topic Details. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 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. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. Flak deals less damage but has more tracking,. 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 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. 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. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 4 tracking less than Flack at all 3 tiers. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. The fighters are worth it without that point defense. I'm continuing with focused discussions of issues with missiles and strike craft - in this thread, I want to look at understanding where point defense and flak systems might be best positioned going forward. 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. I used to use flak guns but they are truly useless. 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. Command Cruiser Class. 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. . 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. 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. So one weapon we can scratch from the list. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 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 is useful against close range strike craft. Apr 19, 2023. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. The flak is superior to point defense early because of the tracking bonus. PD has -75% vs armor but is normal against everything else. PD is better against non-moving targets than Flak. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. . After gaining flak batteries any other form of PD becomes obsolete. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 17 needs to be 2 or 3. 5 seconds, the firing speed of pdd is 0. ago. Additionally it's not a good idea to mix flak and point defense on the same ship design. 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. 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. I won with 35k left. Thanks. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. 1. Thats 95% of everything there is to know about it. 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. There are currently. Random. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 48 per 0. #9. In Stellaris there is only ship design and fleet management. Once you break through shields it's practically useless though. flak is supposed to prioritize strikecraft and PD prioritizes missiles. This allows you to bring up cheats like max_resources, instant_build,. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. . 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. Yeah they dont fly faster they just shorten the reload time so. PD has -75% vs armor but is normal against everything else. [deleted] •. Much like Paradox’s own Crusader Kings 3. Ships do not defend themselves with point defence, they shoot any missile. 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. Corvettes are always useful for guided weapons. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . So basically flak is just a. The fight is very "sharp". However Tiyanki are, at least in my games, not extremely common. Torpedo assault carrier is the most balanced ship design. 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. These deal -50% damage to shields, so they are highly ineffective. This is atop the fact they render all PD useless. flak or pd depends on what you're facing off against. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. s. 25 days to defeat them, with each kill reducing incoming. There was also fairly vague statement to the effect that. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. 2 was latest version. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. Point defense. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. 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. 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?. You put on Kinetic Artillery and Plasma Cannons. 8 seconds. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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). Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Sep 25, 2013 651 375. The Flak does quite a big chunk and at longer range but only every 3 seconds. Flak and Point Defense do the same damage and are equally decent for general damage. But this gives me an idea. Flak. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. Here are the release notes for the update, which will be going live later today IS NOW LIVE. H-slot is a fair replacement for Flak; PD does okay vs. ) either buffed or nerfed depending on use-case scenario. PD simply cant keep up in a target rich environment unless they are stacking PD, and in that case they are neglecting other weapons to do so. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. 2 with 3. There was also fairly vague statement to the effect that. Fighters would be far less powerful. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. Practically pd takes energy rather than ammo and since it doesn’t require a factory it ends up being cheaper, it also has a much wider shooting arc. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Sep 25, 2013 651 375. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. but they don't. Once you pass a certain point in game, your tech will allow you to build. Flak Battery has 2. The flak kills the craft faster thus getting around to missiles sooner. Once you accept this, all your problems go away. but it used to be that pd was for missiles and flak was for strike craft. 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. Basic fighters have 65% evasion, but basic missiles have 0% evasion. . literally the only statistical difference between flack and PD is that. 0, so I'm not familiar anymore. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. and they do it quite well. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Ships with PD or Strike Craft provide better screening. So once you get flak artillery do you use flak exclusively or do you run with a mix of the PD series weapons and flak?Technically PD guns -should- do this. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. True? < 1 2 >. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 5 day Cooldown. I was wrong.