In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. With 7xw pd I will say it prevented 40% nuke and emp hits. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Flak. literally the only statistical difference between flack and PD is that. I just built a couple of sets of destroyers, one. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. #1. Point Defense is optimal for missiles, Flak is optimal for fighter craft. You might as well also have the flak/PD. Defender of the Galaxy does nothing against awakened empires. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. I can't imagine that's changed that much. ago. Strike Craft Diversity adds 18 new components, 3 new technologies, 2 new ship sections, a new admiral trait, and a ton of improvements to Strike Craft in Stellaris. There's no in between. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. This seems to line up to Missile defense (Point-defense) as well. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. This is not that guide. 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,. Once you break through shields it's practically useless though. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. With flak it about 25% effective. PD and Flak rates as some of the best damage and yet they are some of the worst. 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. I did the math and I have a chart if you'd like for me to DM it to you. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. The X slot Arc Emitters are great for attacking the relatively weak hulls of the FE ships while your Carriers and PD can neutralize a lot of the FE firepower. 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. #1. Cruisers, fit for PD and Hangar, with either a fighter or bomber. The fight is very "sharp". Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 25 days to defeat them, with each kill reducing incoming damage by 10%. There was also fairly vague statement to the effect that. There was also fairly vague statement to the effect that there were changes coming down the pipe such. PD is good for targetting missiles. Just luke before. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. The only time when PD is has enough tracking to be effective against Strike Craft is with. 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. 01. Flak. Questions-Comments about Flak, PD, and Autocannon from the wiki. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. Sep 25, 2013 651 375. Also a general balance to A ship slots, will change the amount given based on ship hull group. There was also fairly vague statement to the effect that. -75% against armor. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 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). 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. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. Why the hell falk need so much space. 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. Both bypass shields. I typically pair Corvettes with Destroyers to mow down practically any. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. the kind of opposition we are expecting. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. This is the same reason that prethoryn swarm strikers are so resistant to PD. 0 average damage every 0. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Next to fire are the lasers in the L-Slots. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the 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. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. 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. Zorro Nov 15, 2017 @ 6:06pm. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 6. In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. kineticdreamss •• Edited. And PD does more DPD (2-6 vs 2-8). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I went file diving. Don't use the picket AI except in the. 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. There was also fairly vague statement to the effect that. PD vs missiles Flak vs strike craft is the idea, but either will do in a pinch against non-optimal targets (ya know, if they weren't both pretty bad at their jobs). Hangar weapons nerf due to losing point defence capability. But this gives me an idea. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. They arn't similar enough to be helpful Espessialy when it's clear when the pressumed role of a flak battery on earth, repelling enemy aircraft (or strike craft if you will), means little in. 27 dps. I won with 35k left. 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. 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. 3. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I had about 20k reinforcements trickle in while the battle was going. Autocannons will fare much better vs a corvette thanks to damage. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. This seems to line up to Missile defense (Point-defense) as well. Also, part of the big problem is overkill. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. However Tiyanki are, at least in my games, not extremely common. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Once you pass a certain point in game, your tech will allow you to build. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. True?Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). 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 testing the effectiveness of different weapons and ship types for 1. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. 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. Original SC from the unmodded game has been converted into the laser SC from this mod. (Also convenient when you're sending small squadrons to scoop up. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. Flak [With fighters maybe?] and kinetic batteries. 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. [deleted] •. My main issue is that flak needs people during combat, point defense does not (if charged) - so I would suggest to either make PD use one person vs. Per page: 15 30 50. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. The Flak does quite a big chunk and at longer range but only every 3 seconds. 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. 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?. There are currently two different. 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, Flak, missiles and hangars to rush in, the same way you described it. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. while the destroyers or corvettes behind provide PD and dodge support. 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. The fighters are worth it without that point defense. This is so effective that ~40k fleets 1:2 destro/cruiser. PyroMancer Oct 30, 2022 @ 3:08pm. 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. 16 Badges. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). 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. I was just looking to ask if it makes sense to slowly move out of a fleet primarily composed of a variety of corvettes to ones made up more of…Barrier Point and flak target missiles and strike craft. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. PD starts with 10 Tracking and ends with 30. This corresponds to the targets they're meant to engage: Missiles have pretty low evasion, so both PD & Flak will engage at their base accuracy which is ~5-10% higher for PD - thus it does better. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. H-slot is a fair replacement for Flak; PD does okay vs. 5 day Cooldown. 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. Both have the same Accuracy. They don't attack ships I think. Example for 160 fleet cap. PD is energy so weak against shields. 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 practice I believe Flak is superior to Guardian. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. Plasma has -75% damage vs shields. 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. So, the PD does neglible damage at low hit chance more than once a second. Both have the same Accuracy. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. This seems to line up to Missile defense. The results of each action are based around. ago. Long answer: They’re both good if used well. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. PD is slightly harder hitting, Flak can reach a higher Tracking. There was also fairly vague statement to the effect that. The bigger your fleet, the better each ship is protected. Just stick with long-range and XL spinal mount. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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. You put on Kinetic Artillery and Plasma Cannons. build ships. but they don't. 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. Fallen empires uses tons of both. 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. So, the PD does neglible damage at low hit chance more than once a second. and they do it quite well. Point Defense is optimal for missiles, Flak is optimal for fighter craft. However, the alloys would cost 0. Introducing the final ship that must fight it out against destroyer spam, the cruiser. 25 days to defeat them, with each kill reducing incoming. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. kineticdreamss •• Edited. but they don't. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. It's even worse if multiple missiles are aiming for the same target. Flak Battery has 2. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 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). Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 0 vs. Lets spawn the Scourge and Unbidden at the same time and see what happens. 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. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. 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. The Aquatic trait now costs 2 points. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 649. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. As the Contingency goes on and gains territory, there are several events to help take the pressure off. The key now is a varied fleet. 12. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. If you consolidate the 3. Yes destroyers do PD better but you are forgetting that PD is utterly useless. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak guns apparently shoot down strike craft, which I could care less about since they are 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. 5 days. True?How to Beat the Scavenger Bot in Stellaris. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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. I would argue that Machine Guns are a waste, but then they're more of a "crossover" between barely-usable PD and close-range shield killer. This is atop the fact they render all PD useless. In practice I believe Flak is superior to Guardian. 5 game (observe mode). Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 48 per 0. 16 Badges. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. They buffed torpedos amd missiles, so you gonna need more pd. There was also fairly vague statement to the effect that. 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. 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. 16 Badges. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. While PD/Flak are improved now, they are very much "all or nothing". Laser, disruptor, and missiles. It requires you (or your opponents) to be using close range computers. and they do it quite well. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 375. 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 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. Sure, but the problem is that usually, a P slot is worth a S slot on every ship part, and the picket bow of the destroyer is the only one where a P slot replaces a M slot or 2 S slots, making the loss of firepower even worse than usual. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. 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. H-slot is a fair replacement for Flak; PD does okay vs. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. 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. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. 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. 3% reduction in hits (15. May 10, 2022; Add bookmark #17 Tamwin5 said:But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. (Also convenient when you're sending small squadrons to scoop up. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. 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. 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. Or if you unlock them even mid war it can turn the tides. I lost all my bigger ships. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Missiles don’t have evasion but strike-craft do. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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. 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. Ok so point defense weapon can shhot down missles. ago. more point defense, less hangars. There was also fairly vague statement to the effect that. 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). Sillez_zockt. also remember lanchester's laws. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 8. Artillery/Carrier remains a powerful fleet design in 3. 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. Apr 19, 2023. PD is better against non-moving targets than Flak. . In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. 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. 25 day Cooldown as one M-slot SWM salvo. This is unlocked by a new Robotic Assembly Systems. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Also: - there is tier 4 laser PD. Use PD, shield, and shield hardeners. And that´s a good thing. Maybe this is why I have had better experiences with flak than guardians. As a bonus flak does low but existent damage. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Sep 25, 2013 654 375. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. GW/SC/PD/Flak Wonk. Note the 5 armor. GW/SC/PD/Flak Wonk. Space Superiority Fighters. A good foundation to fiddle with numbers and composition to suit your play styles. 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. . A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. They both shoot at both missiles and strikecraft but have third own priority. 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. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. In Stellaris there are very rarely reasons to continue fighting a losing battle. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Paradox Interactive has unveiled Toxoids, a new Species Pack DLC for Stellaris that'll bring the "most stubborn species in the game's history" when it comes to PC on 20th September. But Flak's greater range and accuracy are still its main advantages over PD. Depends kinda on what for a fleet design you are aiming for and what you prefer. 30 Range is very low. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 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. 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 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. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. 3 rework. It requires you (or your opponents) to be using close range computers. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. 16 Badges. It seems that PD destroyers are completely useless. I've been testing the effectiveness of different weapons and ship types for 1. Thats 95% of everything there is to know about it. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. 1-3 vs 50=16 at max damage. 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. r/Stellaris. If you can get Crystal Hull tech this can help you build ships more for less. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. It would be wise to give an accurate description of which mods you play with to get opinions worth something. These deal -50% damage to shields, so they are highly ineffective. 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". one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. Destroyers counter corvettes. 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. ago. 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. ago. So around year 100, I make the switch to Plasma weapons and either particle lances or energy torpedoes (from the disruptor line), with some of my own point defense thrown in for. Point defense. It has nothing to do with Flak being moved to PD. 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. For those unaware, the "~" command will bring up the console. Point defense. Use picket cruisers as the bulk of your navy. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. 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. PD has -75% vs armor but is normal against everything else. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Both have 0. 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. 5 day Cooldown. If the Cruisers stray too far. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 4% effective increased HP). My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Still learning combat and I thought I had decent missile defense. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000.