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. Don't use the picket AI except in the. 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. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. PD do more damage (tier 3 they do 7. flak is supposed to prioritize strikecraft and PD prioritizes missiles. #8. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot garbage). 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. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. In Stellaris there is only ship design and fleet management. Also: - there is tier 4 laser PD. Technically PD guns -should- do this. 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. . 129. 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 5 day Cooldown. Interesting video. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. Still learning combat and I thought I had decent missile defense. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak has better tracking; PD has better damage. My 210k fleet vs their 135k. 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. [deleted] •. You might as well also have the flak/PD. Ship fire rate and range are still important, I think. 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. Add a Comment. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Stellaris beam weapons can. Ah, got it. 30 Range is very low. 16 Badges. 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. but they don't. flak or pd depends on what you're facing off against. 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. - there is tier 4 kinetic PD. Technically 14 pd does the same damage as flak. Torpedo assault carrier is the most balanced ship design. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. The corvettes and strike craft take on the enemy corvettes and absorb the PD and missiles then move on to the bigger ships who have had their shields stripped on the opening salvo. 75 - (60 - 50)) = 2. while the destroyers or corvettes behind provide PD and dodge support. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. I used to use flak guns but they are truly useless. 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. The fight is very "sharp". There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. GW/SC/PD/Flak Wonk. . 6. The flak is superior to point defense early because of the tracking bonus. That was really cool. Also: - there is tier 4 laser PD. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. 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. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. As a bonus flak does low but existent 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. If the Cruisers stray too far. Mono-cruiser fleets are totally viable. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. but they don't. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. But how does the Flak do damage? Is it one. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Sep 25, 2013 652 375. I've been using point defense on my corvettes and they catch most of the missiles. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. Strike Craft Diversity adds 18 new components, 3 new technologies, 2 new ship sections, a new admiral trait, and a ton of improvements to Strike Craft in Stellaris. Only difference is damage (1-3/1-4. 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. There was also fairly vague statement to the effect that. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. . Sep 25, 2013 654 375. This is unlocked by a new Robotic Assembly Systems technology. 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. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. 5 day, and deals only 25% damage vs armor so it deals only 3 damage per day to missiles as long as those has armor, and 6 to hull, so it needs 5 shots (3 days) to destroy regular missile, so its more than half effective as PD, but lets assume its half for easier calculations, so it CAN. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. 16 Badges. That being said, at 2200. Stellaris: Early Game Fleet Combat Meta - PD Testing. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Hangar weapons nerf due to losing point defence capability. That's how point defence works in Stellaris. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. GW/SC/PD/Flak Wonk. 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. 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. 2 was latest version. ago. . You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. This seems to line up to Missile defense. There are currently two different. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. 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. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. 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. Use PD, shield, and shield hardeners. The fight is very "sharp". . Thats 95% of everything there is to know about it. 375. Ah, didn't know it was just completely negated by any PD at all. I can't imagine that's changed that much. . The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. Note the 5 armor. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. hull: 4. I do like. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. There was also fairly vague statement to the effect that. 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. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 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. The Aquatic trait now costs 2 points. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. The PD beams are instantaneous, not like kinetics with their flight time. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Apr 16, 2021; Add bookmark #9. The key now is a varied fleet. Stellaris, Paradox ’s science fiction grand strategy game, is big. 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. . 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Kinectics and Lasers hit instantly as soon as they are fired. 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. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Flak and point defense are pretty much the same. shields: 18. but they don't. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Basically autocannons are one of best early weapons and one of biggest trap in endgame. There's no in between. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. 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. Also a good point to think about: any ship that can use picket computers should use PD over Flak ALWAYS because strike craft evasion isn’t that high in the first place. Cause I tend to need to replace flak more often then pd. 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. However Tiyanki are, at least in my games, not extremely common. Flak. 3 Flak guns to take out a size4 Hangar). Post 2. First thing to fire are the missiles. 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. Stellaris' recent 3. Carriers are situational. 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. They both shoot at both missiles and strikecraft but have third own priority. 3. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 8. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. Missile strike craft. 0 Railgun (50 range, 50 tracking) vs. 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. 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. 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. 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). Pd does more damage but has no tracking. Just luke before. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. There was also fairly vague statement to the effect that. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Once you break through shields it's practically useless though. • 10 mo. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 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. 6 days, or 6. 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 Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. In fact; the best Corvettes early game (by a decent margin) wield flak. In small fights (one mother, 3 amoeba vs corvettes: 3 pd + 3 missiles), I usually only get one strike craft kill if at all so they appear poor, however I seem not to loose corvettes even though my dps vs the actual main Amoeba should be lower. list of current FE designs - fresh from a new 1. The. -75% against armor. 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. ago. 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. PD vs Flak 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. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. You put on Kinetic Artillery and Plasma Cannons. Flak Battery has 2. For example, you could equip destroyers with S and M weapons along with PD with the gunship + picket section combo with the tracking AI if you are figthing a mono missile corvette fleet and have the ability to switch it up by getting L weapons if you are fighting anything bigger than a. Next to fire are the lasers in the L-Slots. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. (Also convenient when you're sending small squadrons to scoop up. Star Wars space battles are World War 2 naval battles with a space re-skin. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 0. Sep 25, 2013 651 375. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. . but they don't. In fact; the best Corvettes early game (by a decent margin) wield flak. Point Defense is optimal for missiles, Flak is optimal for fighter craft. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. . 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. 375. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. , 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. Practically pd takes energy rather than ammo and since it doesn’t require a factory it ends up being cheaper, it also has a much wider shooting arc. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. literally the only statistical difference between flack and PD is that. . There are currently. Anti-Armor specialty. More range and damage than the dedicated point defense beams, and they still track well enough. but they don't. 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. 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. Point defense. This is not that guide. But this gives me an idea. . If there's no bombers - PD can't deal to ships, while. Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Stellaris Real-time strategy Strategy video game Gaming comments. All strike craft go in a special hangar slot. I was wrong. 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. 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 don't pay attention to the names of anything that isn't top tier. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Ideal for intercepting, escorting, and dogfighting. GW/SC/PD/Flak Wonk. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Lets spawn the Scourge and Unbidden at the same time and see what happens. 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. hes now at. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. 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. Command Cruiser Class. kineticdreamss •• Edited. PD is better against non-moving targets than Flak. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. . I don't fully understand it either, and that's after 150 hours of play. 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. 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. - Damage. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. You have to keep in mind the damage modifiers for the weapons. ago. 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 just built a couple of sets of destroyers, one. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. Compare with Marauders : +25% hull damage, 20 dps. With a wide variety of loadouts and options cruisers should be able to. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. ago. 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. However, the alloys would cost 0. 5 game (observe mode). So it's looking to me like unless my. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. 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). It cannot cover entire fleet. Additionally it's not a good idea to mix flak and point defense on the same ship design. 16 Badges. That seems off. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Now Flak: It deals avarage 6 damage per shot, reload in 0. 5 day Cooldown. Apr 2, 2021; Add bookmark #18 CrazyJ said: the issue is that you guys are going wildly off topic and hijacking a thread about a problem in a sci fi game with an argument about something that is at best tangentially. 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. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. Flaks are good at targetting fighters, and I suppose smaller ships. . 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. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. 25 days to defeat them, with each kill reducing incoming. 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. . Very n00b-unfriendly. This is unlocked by a new Robotic Assembly Systems. 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. Pretty sure flak is better. 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. So, the PD does neglible damage at low hit chance more than once a second. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 6 average DPD (damage per day) and PD does 1. True?Which ship type is best? Corvettes for speed and 90% evasion. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. It requires you (or your opponents) to be using close range computers. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Strike Craft have far higher evasion stats than Missiles do. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Also a general balance to A ship slots, will change the amount given based on ship hull group. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Then battleships do the same thing again. 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. 12. but they don't. Outside of combat, strike craft regenerate at the rate displayed. As a result, Picket Destroyers are a ship you. True?How to Beat the Scavenger Bot in Stellaris. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Original SC from the unmodded game has been converted into the laser SC from this mod. 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. 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. So one weapon we can scratch from the list. It's even worse if multiple missiles are aiming for the same target. 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. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 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. 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. 25 days to defeat them, with each kill reducing incoming damage by 10%. Ok so point defense weapon can shhot down missles. Has anyone had an AI using Interceptors or Missile Boats early on? Or is it only on Captain and below? Maybe its better in higher difficulties? This makes early. I have 50 destroyers fitted with flak turrets and that is my fleet’s. IIRC there is currently a bug where one of the computers uses median weapons range instead of longest weapons range, which would cause ships with f. 6 damage per day. 9 vs. 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. So I have almost 500 hours played of Stellaris and this might be a stupid question, but what is the difference between point defense and flak?. While PD/Flak are improved now, they are very much "all or nothing". 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. This is due to repeatable considerations, repeating energy+kinetic provides boost to both means of anti air weapons while strike crafts and missiles don’t have anything to boost their survivability and getting in each other’s way in. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. It would be wise to give an accurate description of which mods you play with to get opinions worth something. Technically 14 pd does the same damage as flak. Galactic Paragons is available here. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Why the hell falk need so much space. 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.