Stellaris flak vs pd. 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. Stellaris flak vs pd

 
 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 largeStellaris flak vs pd  This seems to line up to Missile defense

The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. Apr 29, 2019; Add bookmark #1 I’m not seeing real good explanations for the Disengagement mechanic for warships, either in threads here or on the Stellaris Wiki. 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. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). Flak. Sep 25, 2013 651 375. The reason armour is terrible is because of 100% armour penetration existing. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. 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. Originally written at the end of 3. 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. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. You would see very few survivors among corvettes. . Flak and point defense are pretty much the same. 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. 31. You might as well also have the flak/PD. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Best. With a wide variety of loadouts and options cruisers should be able to. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. 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. Taht is why PD moved from Small to PD. 11. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. 37 per month. 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. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. There was also fairly vague statement to the effect that. Autocannons are still solid good on Corvs to fight other Corvs. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. while the destroyers or corvettes behind provide PD and dodge support. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). None of the Vulcans or the 2 Flak versions are wasted. + the big hole cause by flak gun is horrible. 47 DPD. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. I did the math and I have a chart if you'd like for me to DM it to you. 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. 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. There's not really that much you need in terms of utility components. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. Cruisers are good because the power spike over destroyers and corvettes is massive. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD also travels instantly. 13th has to be 2 or above. Pretty sure flak is better. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. 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. When I kit out an Onslaught XIV, it exists very much in. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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%. Added a Robot Assembly Complex building that gives 2 roboticist jobs. Command Cruiser Class. True?Stellaris > General Discussions > Topic Details. 5 game (observe mode). Oct 16, 2018; Add bookmark #20. 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. 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. 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. . Ideal for intercepting, escorting, and dogfighting. Pd does more damage but has no tracking. r/Stellaris. The flak is superior to point defense early because of the tracking bonus. 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. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Stellaris > General Discussions > Topic Details. - there is tier 4 kinetic 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. Defender of the Galaxy does nothing against awakened empires. Sillez_zockt. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 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. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 3. Which battleship build is better v. Reply. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 3 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. The discussion about PD vs. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 6 = 11. 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). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. • 9 mo. 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. 375. In practice I believe Flak is superior to Guardian. 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. Flak vs. Yeah, I cut the dashers out entirely. And that´s a good thing. Basic fighters have 65% evasion, but basic missiles have 0% evasion. 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). 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. But this gives me an idea. Yeah they dont fly faster they just shorten the reload time so. Towards the midgame you'll start leaning towards torps. The fighters are worth it without that point defense. Flak should not be conducted without acknowledging the rest of weapons "balance" / 'meta" Strike Craft is the superior version of Point Defense/ Flak and Missiles. . Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. but they don't. After gaining flak batteries any other form of PD becomes obsolete. Note the 5 armor. Flak and Point Defense do the same damage and are equally decent for general damage. 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). Flak guns apparently shoot down strike craft, which I could care less about since they are useless. There's no in between. With a fleet fitted like this in proper numbers (I went with 20 arty. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. This is the same reason that prethoryn swarm strikers are so resistant to PD. Go to Stellaris r/Stellaris. Focus on getting combat computer tech and use swarm. 2 was latest version. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. All strike craft go in a special hangar slot. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. 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. A good foundation to fiddle with numbers and composition to suit your play styles. 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. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. 0 vs. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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). Note that Attack Moons are part of a mod (specifically Gigastructures). In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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). As a result, Picket Destroyers are a ship you. Per page: 15 30 50. I went file diving. PD and Flak rates as some of the best damage and yet they are some of the worst. 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 was also fairly vague statement to the effect that. ago. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. It would be wise to give an accurate description of which mods you play with to get opinions worth something. There's no in between. 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. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. I just built a couple of sets of destroyers, one. 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. 6. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. . . the kind of opposition we are expecting. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Destroyers are more flexible compared to Corvettes. For example 15k made heavy use of missiles while 17k had no PD, or 15k had lots of fighters and bombers and 17k had little to no flak cannons. 8 seconds. But much faster and able to evade flak/pd better. You put on Kinetic Artillery and Plasma Cannons. Originally posted by OldEnt: Ships have evasion, starbases do not. The main difference is tracking. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 0, so I'm not familiar anymore. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. 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. My 210k fleet vs their 135k. and they do it quite well. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. I typically pair Corvettes with Destroyers to mow down practically any. 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. 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. Long answer: They’re both good if used well. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. Missile strike craft. The results of each action are based around. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. Assuming late/end game tech: If you're facing PD targets with high evasion (strike craft) Flak mounted on line AI ships (for RoF buff) has the highest effective DPS. 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. 5 day Cooldown. This is why the PD corvette required. Flak has better tracking; PD has better damage. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD is better (Marauder Missiles have 40 evasion, so still 10 evasion vs max tier PD) The balance point on Flak with Strike Craft (and similarly Point Defense with Guided Weapons) is in determining how many Flak attacks are going to go against an SC squadron at a time. GW/SC/PD/Flak Wonk. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. . Flak vs. 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. Against fallen empires I often go for an Arc emitter build. and they do it quite well. I don't fully understand it either, and that's after 150 hours of play. ago. 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. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 16 Badges. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. This is unlocked by a new Robotic Assembly Systems. Missiles are somewhat better against point defense, by dint. 5) * (. 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. Cruisers, fit for PD and Hangar, with either a fighter or bomber. Point Defense is optimal for missiles, Flak is optimal for fighter craft. 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. 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 never use flak though, because strike craft also engaged each other, and idk if that's. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Destroyers are the same as Fleet A. 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. 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. 0 average damage every 0. 30 Range is very low. The fight is very "sharp". e. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. . Use PD, shield, and shield hardeners. The main difference is tracking. 27 dps. 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. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Mesl •. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Stellaris Real-time strategy Strategy video game Gaming. Tactical lasers with IPDAI are also pretty great for point defense. Kinectics and Lasers hit instantly as soon as they are fired. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. . 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 PD, shield, and shield hardeners. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. 649. And PD does more DPD (2-6 vs 2-8). This is the same reason that prethoryn swarm strikers are so resistant to PD. Finally, don't despair. The Aquatic trait now costs 2 points. 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. Stellaris, Paradox ’s science fiction grand strategy game, is big. There are currently two different. (Also convenient when you're sending small squadrons to scoop up. 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. Artillery/Carrier remains a powerful fleet design in 3. spudwalt • 21 days ago. 2 with 3. Pd does more damage but has no tracking. Are extremely powerful vs AI. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Point Defense is optimal for missiles, Flak is optimal for fighter craft. 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. If you can get Crystal Hull tech this can help you build ships more for less. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Destroyers counter corvettes. Strike Craft have far higher evasion stats than Missiles do. In practice I believe Flak is superior to Guardian. 6 damage per day. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. and they do it quite well. The key now is a varied fleet. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). . Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. But Flak's greater range and accuracy are still its main advantages over PD. I've been testing the effectiveness of different weapons and ship types for 1. 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. 00 hit. While PD/Flak are improved now, they are very much "all or nothing". More range and damage than the dedicated point defense beams, and they still track well enough. 1. no it says barrier, never seen it before 2. • 10 mo. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 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. 1-3 vs 45=15 shots at max damage. Much like Paradox’s own Crusader Kings 3. 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. It requires you (or your opponents) to be using close range computers. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. GW/SC/PD/Flak Wonk. It only works against the crisis (Contingency, Unbidden, or Scourge). 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, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. Ships with PD or Strike Craft provide better screening. 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 is supposed to prioritize strikecraft and PD prioritizes missiles. 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. Hangar weapons nerf due to losing point defence capability. 3. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. 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. 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. . . 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. 5 day Cooldown. The flak kills the craft faster thus getting around to missiles sooner. It cannot cover entire fleet. Meewec Jan 5, 2020 @ 12:05am. There was also fairly vague statement to the effect that. And they are excellent at ship killing too. 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. The. And they do. Which is better depends on the target. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. It has exceptional anti-missile and anti-fighter capability, beaten in its category only by the Dual Flak Cannon, which trades some range and a smaller blast radius for a noticeably higher rate of fire. I did the math and I have a chart if you'd like for me to DM it to you. (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Next to fire are the lasers in the L-Slots. 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. Ah, got it. the firing speed of flak is ~2. shields: 6. build ships. Flak actually has better DPS VS shields than PD. Flaks are good at targetting fighters, and I suppose smaller ships. PD is good for targetting missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 48 per 0. Both bypass shields. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. If the Cruisers stray too far. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. All Stellaris needs is more tech, and more importantly, more exclusive techs. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Scout Wing is now a primitive sort of flak SC. This is atop the fact they render all PD useless. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. 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. But it require to kill Scavenger Bot. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. armor: 3. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. 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. 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. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. There was also fairly vague statement to the. 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. As the Contingency goes on and gains territory, there are several events to help take the pressure off. So basically flak is just a. 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. Missiles don’t have evasion but strike-craft do. Post 2. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. 3 rework. This seems to line up to Missile defense (Point-defense) as well. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 16 Badges. Stellaris' recent 3. Best. There was also fairly vague statement to the effect that. It seems that PD destroyers are completely useless. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Frigates are an advanced version. Sure, flaks do have a higher range and a significantly higher damage, but 20 range for a large slot weapon seems quite awful for offensive purposes. 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. . Your math on the driller drones works in a vacuum, but in practice, against a fleet of comparable size, they're going to be getting spawnkilled by T3 Strike Craft. 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. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. I lost all my bigger ships. 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. In fact; the best Corvettes early game (by a decent margin) wield flak.