Stellaris flak vs pd. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Stellaris flak vs pd

 
 Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyersStellaris flak vs pd  With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2

Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 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. You might as well also have the flak/PD. Hangar weapons nerf due to losing point defence capability. Added a Robot Assembly Complex building that gives 2 roboticist jobs. Chad_is_admirable • 2 yr. Flak actually has better DPS VS shields than PD. Against a 60% evasion corvette, flak does 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. shields: 6. . the swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. 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. Use picket cruisers as the bulk of your navy. 25 days to defeat them, with each kill reducing incoming. Tactical lasers with IPDAI are also pretty great for point defense. 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. PD is energy so weak against shields. 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. The only point of carriers is to add lag to the game, other than that, no point. 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. 0. Flak seems to have better stats then point defense but can it still shoot down missiles well. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 0 average damage every 0. Maybe this is why I have had better experiences with flak than guardians. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. There was also fairly vague statement to the effect that. 16 Badges. 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. 66 comments. 2 was latest version. These deal -50% damage to shields, so they are highly ineffective. 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. . corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. I do like. With 7xw pd I will say it prevented 40% nuke and emp hits. #9. 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 + Missiles beat PD + Missiles and pure Missile Corvettes. It only works against the crisis (Contingency, Unbidden, or Scourge). Ships with PD or Strike Craft provide better screening. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. Flak: 1-3 vs 35=11 shots at max damage, one of 2. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. The key now is a varied fleet. There was also fairly vague statement to the. That was really cool. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. . In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. I've been using point defense on my corvettes and they catch most of the missiles. 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. . My understanding matches yours. . Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Unless Autocannons are simply going to ignore the strike craft and target actual ships. Taht is why PD moved from Small to PD. . Just stick with long-range and XL spinal mount. Meewec Jan 5, 2020 @ 12:05am. hes now at. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. 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. PD has -75% vs armor but is normal against everything else. Flak Battery: tech_flak_batteries_1: Flak Cannons:. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. #1. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. ago. Apr 19, 2023. 6 days, or 6. And besides that a Mix of Kinetic and Energy Artillery. and they do it quite well. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. If you can get Crystal Hull tech this can help you build ships more for less. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. The Aquatic trait now costs 2 points. Technically PD guns -should- do this. 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. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. 1. This is why the PD corvette required. They can protect your battleship fleet from torpedo 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. 8 seconds later. 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. . Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). So basically flak is just a. PD is good for targetting missiles. There are currently two different. 649. Flaks are good at targetting fighters, and I suppose smaller ships. 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. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. There's no in between. Role: Mass. But much faster and able to evade flak/pd better. armor: 2. 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. Point defense. Corvettes are always useful for guided weapons. 3 vs. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 64 energy credits per month. 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. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. 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. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. . If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Original SC from the unmodded game has been converted into the laser SC from this mod. 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. I can't imagine that's changed that much. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. As a result, Picket Destroyers are a ship you. Fallen empires uses tons of both. Flak is kinetic so better vs shields. There was also fairly vague statement to the effect that. This is so effective that ~40k fleets 1:2 destro/cruiser. My current understanding is that pd is better against torps and flak. The discussion about PD vs. but they don't. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. #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. 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. 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. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. While PD/Flak are improved now, they are very much "all or nothing". Sep 25, 2013 654 375. True?How to Beat the Scavenger Bot in Stellaris. 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. Sep 25, 2013 651 375. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. I won with 35k left. 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. 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. 31. Pretty sure flak is better. And that´s a good thing. 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. The. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 2 changes affected balance. Artillery/Carrier remains a powerful fleet design in 3. 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. 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. 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 damage. Also, part of the big problem is overkill. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 3 rework. This is atop the fact they render all PD 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. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Currently Flak is generally more useful than PD due to better tracking. 5 day Cooldown. This is atop the fact they render all PD useless. Torpedo assault carrier is the most balanced ship design. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. . 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. . 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. But it cost minor artifacts. 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%. even when the fighters are out of range but the missiles arent the PD is kinda locked on the fighters and will happily watch you nuke a large. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. It all by feel. Once you accept this, all your problems go away. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. ago. Kinectics and Lasers hit instantly as soon as they are fired. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. I'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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. They work better than a 1/1 split imoThrow in Point Defense and Flak for an extra burn as you watch your firepower go from 100% to 0, whereas kinectics and lasers will have damage reduction (lasers vs shields, kinectics vs evasion). Toxoids will. but they don't. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. Don't bother with any other weapon type on them, they aren't worth it. There was also fairly vague statement to the effect that. 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. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. 1-3 vs 45=15 shots at max damage. Point defense. 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. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. Flak and point defense are pretty much the same. 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 despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. Best. PD is slightly harder hitting, Flak can reach a higher Tracking. I've been using point defense on my corvettes and they catch most of the missiles. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Flak vs Point defense Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Sillez_zockt. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. There was also fairly vague statement to the effect that there were changes coming down the pipe such. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. 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. There's not really that much you need in terms of utility components. 0 Stellaris has more tactical depth in it - I could wage wars against much more powerful empires and won a heroic victory (speaking in Total War's terms) by luring enemy fleet to a heavily fortified starbase, supported by my main fleet which was inferior. 8 (3. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. I don't even add PD to my hanger sections to save minerals and power. -75% against armor. but they don't. Another option is strike craft especially after all those buffs. As probably most of you know. 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). First thing to fire are the missiles. Only difference is damage (1-3/1-4. Point Defense is optimal for missiles, Flak is optimal for fighter craft. Just swap the artillery core for the carrier core and leave everything else the same. 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. Basically autocannons are one of best early weapons and one of biggest trap in endgame. . PD do more damage (tier 3 they do 7. 0 / 0. 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. 3. Apr 19, 2023. kineticdreamss •• Edited. They both shoot at both missiles and strikecraft but have third own priority. . So one weapon we can scratch from the list. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Damage 54-70. Autocannons will fare much better vs a corvette thanks to damage. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Furthermore most large weapons gained minimum range. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. 16 Badges. 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. 6 days, or 6. So, the PD does neglible damage at low hit chance more than once a second. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. As a bonus flak does low but existent damage. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). 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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. Computer/Position: Rear Support. 5 seconds, the firing speed of pdd is 0. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are bombers and fighters around to shoot at. 5 game (observe mode). PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. But slower, less evasive and deploy slower. 16 Badges. list of current FE designs - fresh from a new 1. First thing to fire are the missiles. 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. The results of each action are based around. In Stellaris there is only ship design and fleet management. 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). These deal -50% damage to shields, so they are highly ineffective. The only way around that is to screen them with Swarmer missiles, but this strategy is only really worth it for full missile fleets (and is the only way they can compete at all with PD/Flak) Energy Torpedoes can't be shot down and are useful for everybody as a. 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. 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. Don't stress about armor or shield tech. It would be wise to give an accurate description of which mods you play with to get opinions worth something. PD is better against non-moving targets than Flak. Additionally it's not a good idea to mix flak and point defense on the same ship design. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. 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 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. Cruisers, fit for PD and Hangar, with either a fighter or bomber. 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. 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. but they don't. (Also convenient when you're sending small squadrons to scoop up. Thanks. All strike craft go in a special hangar slot. Questions-Comments about Flak, PD, and Autocannon from the wiki. Both have 0. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. 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. Flak has better tracking; PD has better damage. Against fallen empires I often go for an Arc emitter build. Are extremely powerful vs AI. The only time when PD is has enough tracking to be effective against Strike Craft is with. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. Also some anti-corvette capabilities. There's no in between. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. . But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. Mesl •. There was also fairly vague statement to the effect that. 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. True?Stellaris > General Discussions > Topic Details. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. and they do it quite well. 47 DPD. flak is supposed to prioritize strikecraft and PD prioritizes missiles. I don't fully understand it either, and that's after 150 hours of play. GW/SC/PD/Flak Wonk. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. 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. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. GW/SC/PD/Flak Wonk. This is unlocked by a new Robotic Assembly Systems. More like 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). Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. 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. Carriers are situational. ago. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 8 seconds later. 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. If you get cruisers before an enemy, you get a free war. You first need to research t2 kinetics, then t2 auto cannons, while almost all empires get the research for pd from the pirate event and for the remainder it is a low ranked tech that has a high probability of coming up early on. It has nothing to do with Flak being moved to PD. That seems off. Interesting video. . Ah, got it. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Carrier core on the other hand has PD to save the BS from torpedoes but the Strikecraft and Missiles still has to go through armor. 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. 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. Thats 95% of everything there is to know about it. Just luke before. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. no it says barrier, never seen it before 2. #1. • 10 mo. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. 96 shots/day or 3. H-slot is a fair replacement for Flak; PD does okay vs. There was also fairly vague statement to the effect that. Plasma has -75% damage vs shields. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 2. Destroyers are the same as Fleet A. ago. r/Stellaris. 6. Use PD, shield, and shield hardeners. Stellaris, Paradox ’s science fiction grand strategy game, is big. 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. Once you break through shields it's practically useless though. 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,. Space Superiority Fighters.