When I kit out an Onslaught XIV, it exists very much in. Basic answer is - battleships with pure long ranged weapons. If the target's evasion is 20 more than the EPD's. 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. • 10 mo. 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%. Apr 16, 2021; Add bookmark #9. 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. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 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. . 7. 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. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. 1-3 vs 50=16 at max damage. All Stellaris needs is more tech, and more importantly, more exclusive techs. So, the PD does neglible damage at low hit chance more than once a second. The fighters are worth it without that point defense. As probably most of you know. Torpedoes and artillery go straight for bigger ships and star bases, stripping (artillery) or ignoring (torpedo) shields and the corvettes and strike craft join in. You're quite right, the colours of the PD visual match the colours used by lasers; Red at tier 1 to the gold/brown hue of gamma lasers at tier 3, if you're using both it's difficult to distinguish them save for the PD's far higher rate of fire. Ah, didn't know it was just completely negated by any PD at all. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. The Aquatic trait now costs 2 points. Why the hell falk need so much space. 5 seconds, the firing speed of pdd is 0. 1. . Mono-cruiser fleets are totally viable. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There was also fairly vague statement to the effect that. e. These deal -50% damage to shields, so they are highly ineffective. and they do it quite well. 2. You have to keep in mind the damage modifiers for the weapons. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. None of the Vulcans or the 2 Flak versions are wasted. In a comparison of equal fleet sizes its hard to compare a mixed fleet vs pure fleets. no it says barrier, never seen it before 2. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Sep 25, 2013 651 375. AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. I won with 35k left. 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. The PD beams are instantaneous, not like kinetics with their flight time. That was really cool. This is the same reason that prethoryn swarm strikers are so resistant to PD. 0. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Flak [With fighters maybe?] and kinetic batteries. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. Moongduri • 10 mo. 6 damage per day. True?Stellaris > General Discussions > Topic Details. 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. shields: 6. 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. 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. 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?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. And they do. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. literally the only statistical difference between flack and PD is that. I had about 20k reinforcements trickle in while the battle was going. But Flak's greater range and accuracy are still its main advantages over PD. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Tactical lasers with IPDAI are also pretty great for point defense. Ok so point defense weapon can shhot down missles. 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. 6 days, or 6. I've been testing the effectiveness of different weapons and ship types for 1. Flak actually has better DPS VS shields than PD. . There was also fairly vague statement to the effect that there were changes coming down the pipe such. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. That seems off. Basically autocannons are one of best early weapons and one of biggest trap in endgame. As to ship builds, here i have to agree, it. Maybe this is why I have had better experiences with flak than guardians. [deleted] •. Flak Battery has 2. Flak: 1-3 vs 35=11 shots at max damage, one of 2. Flak is useful against close range strike craft. PD has 25% more max damage (but the same min damage) vs Flack - at. If you consolidate the 3. Flak is kinetic so better vs shields. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 75 - (60 - 50)) = 2. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. Anti-Armor specialty. If you can get Crystal Hull tech this can help you build ships more for less. . The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Note that Attack Moons are part of a mod (specifically Gigastructures). If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. 9 for THE META. Flak actually has better DPS VS shields than PD. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Hangar weapons nerf due to losing point defence capability. Also: - there is tier 4 laser PD. Next to fire are the lasers in the L-Slots. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. 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. Missile strike craft. 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. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. All corvettes. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. and they do it quite well. 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. 4% effective increased HP). The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. ago. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. 8 seconds. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Cruisers are good because the power spike over destroyers and corvettes is massive. 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. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. build ships. more point defense, less hangars. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. 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. It's even worse if multiple missiles are aiming for the same target. Don't bother with any other weapon type on them, they aren't worth it. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Missiles start with 0 Evasion and end with 40. But it require to kill Scavenger Bot. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to 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 strike craft no problem, is that still the case or is it necessary to balance and have both if. This why we calculate eDps and run tests. kineticdreamss •• Edited. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 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. Also: - there is tier 4 laser PD. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 96 shots/day or 3. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. 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. 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?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Role: Mass. PD is better against non-moving targets than Flak. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. H-slot is a fair replacement for Flak; PD does okay vs. Strike Craft have far higher evasion stats than Missiles do. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. 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. 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. 1-3 vs 45=15 shots at max damage. It would be wise to give an accurate description of which mods you play with to get opinions worth something. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. In fact; the best Corvettes early game (by a decent margin) wield flak. - there is tier 4 kinetic PD. All point defence is point defence for the entire fleet, because point defence doesn't care what the target of the missile is and fleets cluster enough that every point defence gun can fire at any incoming missile. Amoeba: 1-4 vs 50=12 shots at max damage. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing. 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. Just stick with long-range and XL spinal mount. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the 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 strike craft no problem, is that still the case or is it necessary to balance and have both if. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 3 on the horizon, for single-player. PD has 0. 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. 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). With 7xw pd I will say it prevented 40% nuke and emp hits. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. As a result, Picket Destroyers are a ship you. Once you break through shields it's practically useless though. 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. ago. You would see very few survivors among corvettes. And besides that a Mix of Kinetic and Energy Artillery. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Destroyers counter corvettes. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Flak vs. 6. 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. 6 = 11. 16 Badges. armor: 2. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. 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. Stellaris, Paradox ’s science fiction grand strategy game, is big. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Unfortunately due to the fact that evasion is capped at 90% and you get a bunch of flat tracking bonuses (most notably sensors giving +15) even a max evasion corvette tends to just get destroyed. 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. Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. Long answer: They’re both good if used well. Just luke before. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. 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. Fighters would be far less powerful. With a wide variety of loadouts and options cruisers should be able to. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Fallen empires uses tons of both. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. Focus on getting combat computer tech and use swarm. 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,. 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. Both have 0. You put on Kinetic Artillery and Plasma Cannons. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. 8. 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). A good foundation to fiddle with numbers and composition to suit your play styles. This seems to line up to Missile defense (Point-defense) as well. With tier 5 armor you can get to 90% armor easy. kineticdreamss •• Edited. The fight is very "sharp". There's no in between. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. 30 Range is very low. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Flak and Point Defense do the same damage and are equally decent for general damage. There have been no cost adjustments. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. and they do it quite well. So basically flak is just a. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. It's no secret that Flak and PD can do fine against the hull of opponents; with several caveats: Flak is much better early game; due to the tracking/evasion at that stage. 5 seconds, the firing speed of pdd is 0. The fighters render missiles totally useless and unlike PD can damage craft. Laser, disruptor, and missiles. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. . armor: 3. 47 DPD. It all by feel. but they don't. They don't attack ships I think. That is why we got XL and T slots added in the 1. . 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). Command Cruiser Class. 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. The flak is superior to point defense early because of the tracking bonus. Stellaris > General Discussions > Topic Details. 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. . Picket bow is garbage unless you're building ships with no goal other than "maximize PD per fleet capacity", but picket stern is only a very slight decrease in expect DPS vs. 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. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. s. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. PyroMancer Oct 30, 2022 @ 3:08pm. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. So one weapon we can scratch from the list. #8. Stellaris Real-time strategy Strategy video game Gaming comments. I never use flak though, because strike craft also engaged each other, and idk if that's. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average 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. All strike craft go in a special hangar slot. 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. Unless Autocannons are simply going to ignore the strike craft and target actual ships. Don't stress about armor or shield tech. Cruisers, fit for PD and Hangar, with either a fighter or bomber. 9 vs. PD has -75% vs armor but is normal against everything else. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. Toxoids will. Interesting video. GW/SC/PD/Flak Wonk. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. 8 seconds later. GW/SC/PD/Flak Wonk. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Apr 19, 2023. 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. 37 per month. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 3. but they don't. Use picket cruisers as the bulk of your navy. Additionally it's not a good idea to mix flak and point defense on the same ship design. . 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". There was also fairly vague statement to the effect that. but it used to be that pd was for missiles and flak was for strike craft. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. but they don't. 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. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. The only point of carriers is to add lag to the game, other than that, no point. 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. Strike craft with [M] and weapons and [PD]. 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?. 3. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. First thing to fire are the missiles. If you consolidate the 3. These deal -50% damage to shields, so they are highly ineffective. Questions-Comments about Flak, PD, and Autocannon from the wiki. It's no secret that Flak and PD can do fine against the hull of opponents; with several caveats: Flak is much better early game; due to the tracking/evasion at that stage. 0. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. . 3 rework. 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. ago. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. . But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Flak and point defense are pretty much the same. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Star Wars space battles are World War 2 naval battles with a space re-skin. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Stellaris' recent 3. I have 50 destroyers fitted with flak turrets and that is my fleet’s. PD is energy so weak against shields. On battleships, late in the game. Ok so point defense weapon can shhot down missles. 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. 25 day Cooldown as one M-slot SWM salvo. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). It's very effective. And that’s a lot more labor-intensive with the new intel system. 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. 0 vs. 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. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. GW/SC/PD/Flak Wonk. That's how point defence works in Stellaris. There was also fairly vague statement to the effect that. 17 needs to be 2 or 3. Originally posted by OldEnt: Ships have evasion, starbases do not. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. 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 with strike craft and missile as prevalent in. Ok so point defense weapon can shhot down missles. 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. 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. - Damage. Flak on the other hand starts at 50 Tracking and ends at 70. 10 missile corvettes vs 10 PD corvettes doesnt go so well. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. The main difference is tracking. 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. . With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Ships with PD or Strike Craft provide better screening. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified.