Stellaris flak vs pd. Defender of the Galaxy does nothing against awakened empires. Stellaris flak vs pd

 
Defender of the Galaxy does nothing against awakened empiresStellaris flak vs pd Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating

s. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit. In practice I believe Flak is superior to Guardian. But much faster and able to evade flak/pd better. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. flak or pd depends on what you're facing off against. 16 Badges. and they do it quite well. If you consolidate the 3. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. There was also fairly vague statement to the effect that there were changes coming down the pipe such. 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. 3 vs. After gaining flak batteries any other form of PD becomes obsolete. I don't fully understand it either, and that's after 150 hours of play. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Thats 95% of everything there is to know about it. 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. 5) * (. Yes destroyers do PD better but you are forgetting that PD is utterly useless. Sillez_zockt. PD is better against non-moving targets than Flak. Ships do not defend themselves with point defence, they shoot any missile. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. 17 needs to be 2 or 3. 30 Range is very low. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 6 average DPD (damage per day) and PD does 1. literally the only statistical difference between flack and PD is that. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. GW/SC/PD/Flak Wonk. 48 per 0. 16 Badges. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Stellaris: Early Game Fleet Combat Meta - PD Testing. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. 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). Both have the same Accuracy. So, the PD does neglible damage at low hit chance more than once a second. 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. When I kit out an Onslaught XIV, it exists very much in. Point defense. PD is better against non-moving targets than Flak. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. 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). 37 per month. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 4% effective increased HP). Fallen empires uses tons of both. Sep 25, 2013 654 375. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. . As a bonus flak does low but existent damage. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Flak deals less damage but has more tracking,. Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. True? เข้าสู่ระบบ ร้านค้าDoes 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. Lets spawn the Scourge and Unbidden at the same time and see what happens. ago. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). Another option is strike craft especially after all those buffs. You have to keep in mind the damage modifiers for the weapons. 3. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. Fighters would be far less powerful. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Use picket cruisers as the bulk of your navy. 16 Badges. Destroyers counter corvettes. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. 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. . Flak Battery: tech_flak_batteries_1: Flak Cannons:. Pretty sure flak is better. 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. 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. Yes, flak replaces PD entirely in my builds. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. 5 day Cooldown. Additionally it's not a good idea to mix flak and point defense on the same ship design. 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. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. . the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. Flak has better tracking; PD has better damage. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 3 on the horizon, for single-player. So one weapon we can scratch from the list. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. - Damage. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. 96 shots/day or 3. This is so effective that ~40k fleets 1:2 destro/cruiser. 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 can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. • 10 mo. The fighters are worth it without that point defense. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 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. 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. 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. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. 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 besides that a Mix of Kinetic and Energy Artillery. list of current FE designs - fresh from a new 1. 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's been seven years since Stellaris released, and with this anniversary and three hundredth dev diary, I'm happy to bring you the Stellaris 3. It's even worse if multiple missiles are aiming for the same target. While PD/Flak are improved now, they are very much "all or nothing". As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. -75% against armor. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. ago. Per page: 15 30 50. 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. Swapping the Flak from above for PD changed the losses to an average. 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. 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. PD has -75% vs armor but is normal against everything else. Sep 25, 2013 652 375. Long answer: They’re both good if used well. Next to fire are the lasers in the L-Slots. GW/SC/PD/Flak Wonk. Zorro Nov 15, 2017 @ 6:06pm. See full list on gametaco. As a bonus flak does low but existent damage. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Next to fire are the lasers in the L-Slots. Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиPosted by u/[Deleted Account] - 2 votes and 5 comments13x PD-Laser (Flak, Laser, Laser) 7x PD-Kinetic (PD, Kinetic, Kinetic) Because what I failed to realize first time around is that the PD/Flak is also an anti-ship weapon whenever it's not being used as a PD weapon, and that early in the game, it's actually more effective than the actual weapons. Note the 5 armor. Just think about it. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. . It cannot cover entire fleet. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. 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. and they do it quite well. ago. 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. It seems that PD destroyers are completely useless. . If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. 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. These deal -50% damage to shields, so they are highly ineffective. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. All Stellaris needs is more tech, and more importantly, more exclusive techs. The bigger your fleet, the better each ship is protected. 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. It would be wise to give an accurate description of which mods you play with to get opinions worth something. Flak is kinetic so better vs shields. Both bypass shields. The results of each action are based around. A single Scout Wing has 30 hull, so it takes 30 / 2. Sure, flaks do have a higher range and a significantly higher damage, but 20 range for a large slot weapon seems quite awful for offensive purposes. (Also convenient when you're sending small squadrons to scoop up. 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. As a result, Picket Destroyers are a ship you. Flak and Point Defense do the same damage and are equally decent for general damage. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. literally the only statistical difference between flack and PD is that. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Ideal for intercepting, escorting, and dogfighting. True? < 1 2 >. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Let us begin. And PD does more DPD (2-6 vs 2-8). Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. and they do it quite well. Against a 60% evasion corvette, flak does 2. As a result, Picket Destroyers are a ship you. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. It's telling how bad some parts of this system are thought out that dedicated anti-missile flak doesn't even enter the discussion, and instead the first thought is to. I've been testing the effectiveness of different weapons and ship types for 1. 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. 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. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. There are currently two different. 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. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. There was also fairly vague statement to the effect that. An average upkeep cost for a Stellaris destroyer with a flak battery, 3 small shields, 3 small Nano-composite armor, and 4 small mass drivers would cost 1. Apr 16, 2021; Add bookmark #9. Carriers are situational. Amoeba: 1-4 vs 50=12 shots at max damage. Because PD is basically a small slot, using ~2 small slots to negate ~1 medium slot is cost effective (though not as obviously good as 1. Original SC from the unmodded game has been converted into the laser SC from this mod. You have to keep in mind the damage modifiers for the weapons. 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. 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. Depends kinda on what for a fleet design you are aiming for and what you prefer. The flak kills the craft faster thus getting around to missiles sooner. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. 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. 3. 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. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. more point defense, less hangars. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. Ships with PD or Strike Craft provide better screening. 75 - (60 - 50)) = 2. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. flak is supposed to prioritize strikecraft and PD prioritizes missiles. If the Cruisers stray too far. That was really cool. have rather significant amounts of PD, making missile based weaponry significantly less effective. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Once you accept this, all your problems go away. All strike craft go in a special hangar slot. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. PD, Flak, missiles and hangars to rush in, the same way you described it. 30 Range is very low. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. . armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. 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. If there's no bombers - PD can't deal to ships, while. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Flak actually has better DPS VS shields than PD. 6 days, or 6. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). The discussion about PD vs. 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. Flak vs. Here are the release notes for the update, which will be going live later today IS NOW LIVE. At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. It requires you (or your opponents) to be using close range computers. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Basic fighters have 65% evasion, but basic missiles have 0% evasion. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 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. None of the Vulcans or the 2 Flak versions are wasted. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. With tier 5 armor you can get to 90% armor easy. . Flak is useful against close range strike craft. 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. But how does the Flak do damage? Is it one. 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. . 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. the firing speed of flak is ~2. no it says barrier, never seen it before 2. Which is better depends on the target. I can't imagine that's changed that much. the kind of opposition we are expecting. 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. 31. , 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. Destroyers are more flexible compared to Corvettes. On battleships, late in the game. This seems to line up to Missile defense. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. ) either buffed or nerfed depending on use-case scenario. I went file diving. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. PD is energy so weak against shields. 8 (3. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. True? เข้าสู่ระบบ ร้านค้าSo 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. Ok so point defense weapon can shhot down missles. Very n00b-unfriendly. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. In Stellaris there are very rarely reasons to continue fighting a losing battle. . And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. However, the alloys would cost 0. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. That is why Flak moved from Medium to PD. flak is supposed to prioritize strikecraft and PD prioritizes missiles. PD is a balancing act that we have to do vs. PD is energy so weak against shields. Flak seems to have better stats then point defense but can it still shoot down missiles well. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Add a pinch of Titan to taste. 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). . These deal -50% damage to shields, so they are highly ineffective. . 3 rework. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Example for 160 fleet cap. 0 average damage every 0. 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". but they don't. but it used to be that pd was for missiles and flak was for strike craft. 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. With flak it about 25% effective. 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. . Once you break through shields it's practically useless though. Note that Attack Moons are part of a mod (specifically Gigastructures). 129. Just luke before. Which battleship build is better v. 8. Flak. If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large. 8 seconds later. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. Once you break through shields it's practically useless though. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 10 missile corvettes vs 10 PD corvettes doesnt go so well. And they are excellent at ship killing too. Star Wars space battles are World War 2 naval battles with a space re-skin. There was also fairly vague statement to the effect that. 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. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. I believe attack speed makes you fire them more frequently, so not specifically any better vs PD unless you got it to such an extreme level that it fires constantly, but it does make you attack more often and thus do more damage. Missile Defense. There was also fairly vague statement to the effect that. 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. Don't use the picket AI except in the. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. I lost all my bigger ships. There was also fairly vague statement to the effect that. Best. #9. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 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. hes now at. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 47 DPD. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. PD would still be better for missiles because of the lower cooldown and the fact that auto. ago. 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. 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. 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. Yeah, I cut the dashers out entirely. There are currently. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Flak actually has better DPS VS shields than PD. Ok so point defense weapon can shhot down missles. 64 energy credits per month. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Flak [With fighters maybe?] and kinetic batteries. In fact; the best Corvettes early game (by a decent margin) wield flak. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. For those unaware, the "~" command will bring up the console. . . Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. Role: Mass. 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. 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. (Also convenient when you're sending small squadrons to scoop up. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. e. Much like Paradox’s own Crusader Kings 3. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Sep 25, 2013 654 375. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 3. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. 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. Apr 19, 2023. 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. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 0 vs. . In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. 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. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Ok so point defense weapon can shhot down missles. 6 = 11. 16 Badges. 6 days, or 6. 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. Post 2.