Stellaris flak vs pd. Much like Paradox’s own Crusader Kings 3. Stellaris flak vs pd

 
 Much like Paradox’s own Crusader Kings 3Stellaris flak vs pd 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0

My 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. 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%. You either have "enough Point Defense/Flak Cannons", or "Not Enough". PD is energy so weak against shields. Cruisers, fit for PD and Hangar, with either a fighter or bomber. 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. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. One thing to keep in mind about flak is that it is heavily research gated. kineticdreamss •• Edited. The PD beams are instantaneous, not like kinetics with their flight time. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Ok so point defense weapon can shhot down missles. 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. 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. Ah, got it. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. As a fleet 3. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. 47 DPD. 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. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. 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). This is so effective that ~40k fleets 1:2 destro/cruiser. Excellent work confirming that pd is bugged. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. #4. GW/SC/PD/Flak Wonk. 8 (3. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. This why we calculate eDps and run tests. Ships do not defend themselves with point defence, they shoot any missile. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. There was also fairly vague statement to the effect that. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Flak. Flak and point defense are pretty much the same. Furthermore most large weapons gained minimum range. But it require to kill Scavenger Bot. 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. GW/SC/PD/Flak Wonk. but they don't. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. 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. Once you accept this, all your problems go away. 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. Questions-Comments about Flak, PD, and Autocannon from the wiki. Missiles don’t have evasion but strike-craft do. This is unlocked by a new Robotic Assembly Systems. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Reply. 1. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 5 day Cooldown. While PD/Flak are improved now, they are very much "all or nothing". Meewec Jan 5, 2020 @ 12:05am. The fighters are worth it without that point defense. Just swap the artillery core for the carrier core and leave everything else the same. 4 tracking less than Flack at all 3 tiers. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. As to ship builds, here i have to agree, 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. Damage 54-70. Per page: 15 30 50. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. I’ve run a couple of fleet combat tests to see how 2. 0 Railgun (50 range, 50 tracking) vs. [deleted] •. Carriers are situational. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. . PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 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. • 9 mo. 8 "Gemini" update and the Galactic Paragons expansion. 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. 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Checking AI fleet comp, and build there are 2 possibilities. I've been testing the effectiveness of different weapons and ship types for 1. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 96 shots/day or 3. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. PD would still be better for missiles because of the lower cooldown and the fact that auto. Flak Battery has 2. Role: Mass. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. That is why we got XL and T slots added in the 1. Oct 16, 2018; Add bookmark #20. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. . So basically flak is just a. This is not that guide. Now updated to 3. 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. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. 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. Introducing the final ship that must fight it out against destroyer spam, the cruiser. 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. Apr 19, 2023. 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). This is the same reason that prethoryn swarm strikers are so resistant to PD. Originally posted by OldEnt: Ships have evasion, starbases do not. As a result, Picket Destroyers are a ship you. So one weapon we can scratch from the list. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Missiles don’t have evasion but strike-craft do. This is unlocked by a new Robotic Assembly Systems technology. Very n00b-unfriendly. If the Cruisers stray too far. Flak vs. I've been using point defense on my corvettes and they catch most of the missiles. Also: - there is tier 4 laser PD. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. It's even worse if multiple missiles are aiming for the same target. 16 Badges. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. . It has nothing to do with Flak being moved to PD. I did the math and I have a chart if you'd like for me to DM it to you. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. 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. True?Which ship type is best? Corvettes for speed and 90% evasion. Same reason as above. 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. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. r/Stellaris. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. But how does the Flak do damage? Is it one. 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. I do like. 6 average DPD (damage per day) and PD does 1. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 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. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. 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. 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. 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. PyroMancer Oct 30, 2022 @ 3:08pm. 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. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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). Stellaris. 649. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Both bypass shields. Ship fire rate and range are still important, I think. 5 seconds, the firing speed of pdd is 0. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. I don't fully understand it either, and that's after 150 hours of play. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. " 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. 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: 1-3 vs 35=11 shots at max damage, one of 2. e. 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. #10 < > Showing 1-10 of 10 comments . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 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. But it cost minor artifacts. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. 1-3 vs 45=15 shots at max damage. . They don't attack ships I think. Unless Autocannons are simply going to ignore the strike craft and target actual ships. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. 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. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. . PD has -75% vs armor but is normal against everything else. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 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. There's no in between. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. And that’s a lot more labor-intensive with the new intel system. 13th has to be 2 or above. and they do it quite well. Considering that most hangar modules, also have PD slots, it'd appear then that the two might have some combined tactical value against foes using a lot of missiles; the fighters being able to thin missiles out at range, while the point defences clean up those that remain and help provide some cover in knife-fights, without investing as. 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. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. As a bonus flak does low but existent damage. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Shinzor Mar 28, 2018 @ 11:32pm. 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. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. They can protect your battleship fleet from torpedo corvettes. Strike craft with [M] and weapons and [PD]. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. None of the Vulcans or the 2 Flak versions are wasted. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. . There was also fairly vague statement to the effect that there were changes coming down the pipe such. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. 16 Badges. But Flak's greater range and accuracy are still its main advantages over PD. 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. If there's no bombers - PD can't deal to ships, while. -75% against armor. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Your math on the driller drones works in a vacuum, but in practice, against a fleet of comparable size, they're going to be getting spawnkilled by T3 Strike Craft. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD has 25% more max damage (but the same min damage) vs Flack - at. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Technically 14 pd does the same damage as flak. literally the only statistical difference between flack and PD is that. 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. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. 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. 8 seconds. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Next to fire are the lasers in the L-Slots. Mono-cruiser fleets are totally viable. Once you pass a certain point in game, your tech will allow you to build. Random. Now Flak: It deals avarage 6 damage per shot, reload in 0. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Laser, disruptor, and missiles. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. PD, Flak, missiles and hangars to rush in, the same way you described it. 48 per 0. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. Only difference is damage (1-3/1-4. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Next to fire are the lasers in the L-Slots. Flak is kinetic so better vs shields. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. 375. Focus on getting combat computer tech and use swarm. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 16 Badges. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. If you consolidate the 3. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. 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. 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. There was also fairly vague statement to the effect that. Thanks. I've been using point defense on my corvettes and they catch most of the missiles. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. ago. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. The flak is superior to point defense early because of the tracking bonus. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. 3. 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. True?Ok so point defense weapon can shhot down missles. They also have an extra 5% evasion. Add a Comment. Like titleIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. That seems off. 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. flak or pd depends on what you're facing off against. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Plasma has -75% damage vs shields. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. There are currently two different. 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. And besides that a Mix of Kinetic and Energy Artillery. PD starts with 10 Tracking and ends with 30. 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. I did the math and I have a chart if you'd like for me to DM it to you. It cannot cover entire fleet. . Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. 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. while the destroyers or corvettes behind provide PD and dodge support. There was also fairly vague statement to the effect that. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. Cause I tend to need to replace flak more often then pd. 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. 48 per 0. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. 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. 5 days. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. You have to keep in mind the damage modifiers for the weapons. I never use flak though, because strike craft also engaged each other, and idk if that's. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. My understanding matches yours. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. Fallen empires uses tons of both. . If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large missle launchers. Compare with Marauders : +25% hull damage, 20 dps. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. Stellaris' recent 3. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. . As a result, Picket Destroyers are a ship you. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Added a Robot Assembly Complex building that gives 2 roboticist jobs. Flaks are good at targetting fighters, and I suppose smaller ships. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are bombers and fighters. You have to keep in mind the damage modifiers for the weapons. 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. The Aquatic trait now costs 2 points. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 6 days, or 6. Sep 25, 2013 651 375. The. There was also fairly vague statement to the effect that. and they do it quite well. While PD/Flak are improved now, they are very much "all or nothing". Note that Attack Moons are part of a mod (specifically Gigastructures). Yeah, I cut the dashers out entirely. But slower, less evasive and deploy slower. The main difference is tracking. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. After gaining flak batteries any other form of PD becomes obsolete. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. I just built a couple of sets of destroyers, one. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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). Tinca12 • 10 mo. 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. Just think about 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. Technically 14 pd does the same damage as 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 also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 3 on the horizon, for single-player. And that´s a good thing. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. 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. Scout Wing is now a primitive sort of flak SC. With 7xw pd I will say it prevented 40% nuke and emp hits. The problem with Autocannons being used in a PD/Flak role is that GW/SC/PD/Flak are all dealing with theoretically much higher levels of Evasion and Tracking (GW and SC are. Stellaris beam weapons can. 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. -75% against armor. 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. 30 Range is very low. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. These deal -50% damage to shields, so they are highly ineffective. Also: - there is tier 4 laser PD. net I went file diving. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. Don't use the picket AI except in the. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. 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. Ok so point defense weapon can shhot down missles. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. Interesting video. 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. 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. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. That being said, at 2200. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. Kinectics and Lasers hit instantly as soon as they are fired. a L version wiht way longer range could help alleviate the problem, plus they dont have damages.