AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. armor: 2. SuperluminalSquid Technological Ascendancy • 3 mo. 8 seconds. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). Stellaris Real-time strategy Strategy video game Gaming. Flak Battery has 2. - there is tier 4 kinetic PD. Which battleship build is better v. 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. It has nothing to do with Flak being moved to PD. PD starts with 10 Tracking and ends with 30. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 48 per 0. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. 1-3 vs 50=16 at max damage. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 7. while the destroyers or corvettes behind provide PD and dodge support. As a result, Picket Destroyers are a ship you. Because PD is basically a small slot, using ~2 small slots to negate ~1 medium slot is cost effective (though not as obviously good as 1. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Long answer: They’re both good if used well. There was also fairly vague statement to the effect that. . x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. 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. Here are the release notes for the update, which will be going live later today IS NOW LIVE. 11. Additionally it's not a good idea to mix flak and point defense on the same ship design. 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. I lost all my bigger ships. 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. PD is a balancing act that we have to do vs. With 7xw pd I will say it prevented 40% nuke and emp hits. But slower, less evasive and deploy slower. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Shinzor Mar 28, 2018 @ 11:32pm. 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. 37 per month. notagoodpainter. Stellaris Real-time strategy Strategy video game Gaming comments. 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. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. Missiles start with 0 Evasion and end with 40. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 6 days, or 6. also remember lanchester's laws. 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. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Carriers are situational. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 5 game (observe mode). 0 average damage every 0. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Zorro Nov 15, 2017 @ 6:06pm. There are currently. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. GW/SC/PD/Flak Wonk. 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. 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. 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 your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. 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. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. 6+ rebalance), but the weakness to Flak has made it trickier to use. H-slot is a fair replacement for Flak; PD does okay vs. but it used to be that pd was for missiles and flak was for strike craft. Still learning combat and I thought I had decent missile defense. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . The fighters are worth it without that point defense. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. Go to Stellaris r/Stellaris. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Yeah, I cut the dashers out entirely. My understanding matches yours. For those unaware, the "~" command will bring up the console. It cannot cover entire fleet. 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. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. The flak kills the craft faster thus getting around to missiles sooner. . Sep 25, 2013 652 375. The. The only time when PD is has enough tracking to be effective against Strike Craft is with. 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. r/Stellaris. 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). Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. Swapping the Flak from above for PD changed the losses to an average. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). 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. Use picket cruisers as the bulk of your navy. 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. 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). 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. As a fleet 3. Don't use the picket AI except in the. 5) * (. 0, so I'm not familiar anymore. . Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. . Technically PD guns -should- do this. That's how point defence works in Stellaris. But it cost minor artifacts. Autocannons are still solid good on Corvs to fight other Corvs. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. If it only 2 cells it will be more logicalStellaris. Add a pinch of Titan to taste. Just swap the artillery core for the carrier core and leave everything else the same. Also, part of the big problem is overkill. 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. 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. Thats 95% of everything there is to know about it. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. 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. There are currently two different. This is not that guide. 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). As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. Sep 25, 2013 651 375. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. This allows you to bring up cheats like max_resources, instant_build,. 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. 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. One thing to keep in mind about flak is that it is heavily research gated. I don't pay attention to the names of anything that isn't top tier. 16 Badges. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. no it says barrier, never seen it before 2. They also have an extra 5% evasion. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. What is the difference between flak and point defense This thread is archivedSo 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. but they don't. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 8. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. 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. Both have the same Accuracy. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Point Defenses have fewer tiers. Command Cruiser Class. On battleships, late in the game. Flak vs. Technically 14 pd does the same damage as flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. lancefighter • 5 yr. Add a Comment. 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. 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. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. but they don't. 47 DPD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. True? เข้าสู่ระบบ ร้านค้าSo it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. I used to use flak guns but they are truly useless. 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. Meewec Jan 5, 2020 @ 12:05am. PD is slightly harder hitting, Flak can reach a higher Tracking. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Basically autocannons are one of best early weapons and one of biggest trap in endgame. . Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. I just built a couple of sets of destroyers, one. Once you pass a certain point in game, your tech will allow you to build. So, the PD does neglible damage at low hit chance more than once a second. Point Defense is optimal for missiles, Flak is optimal for fighter craft. Autocannons will fare much better vs a corvette thanks to damage. So one weapon we can scratch from the list. 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. Outside of combat, strike craft regenerate at the rate displayed. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). 9 vs. My current understanding is that pd is better against torps and flak. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. 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. 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. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Ideal for intercepting, escorting, and dogfighting. 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). Once you accept this, all your problems go away. 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 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. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. True?Stellaris > General Discussions > Topic Details. There was also fairly vague statement to the effect that. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. #1. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Torpedo assault carrier is the most balanced ship design. 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. Basic answer is - battleships with pure long ranged weapons. There was also fairly vague statement to 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. It seems that PD destroyers are completely useless. The PD beams are instantaneous, not like kinetics with their flight time. PD starts with 10 Tracking and ends with 30. Yes destroyers do PD better but you are forgetting that PD is utterly useless. hull: 4. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 25 days to defeat them, with each kill reducing incoming damage by 10%. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. 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. e. 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 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. 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). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. However Tiyanki are, at least in my games, not extremely common. 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. literally the only statistical difference between flack and PD is that. 5 day Cooldown. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. Sep 25, 2013 654 375. Both have the same Accuracy. True?Which ship type is best? Corvettes for speed and 90% evasion. Stellaris. Flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 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. Frigates are an advanced version. The bigger your fleet, the better each ship is protected. 75 - (60 - 50)) = 2. GW/SC/PD/Flak Wonk. PD, Flak, missiles and hangars to rush in, the same way you described it. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. 8. kineticdreamss •• Edited. Stellaris > General Discussions > Topic Details. Computer/Position: Rear Support. You might as well also have the flak/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. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. I've been testing the effectiveness of different weapons and ship types for 1. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. This is atop the fact they render all PD useless. There's not really that much you need in terms of utility components. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 2 was latest version. . Against a 60% evasion corvette, flak does 2. There have been no cost adjustments. First thing to fire are the missiles. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Ok so point defense weapon can shhot down missles. . Originally written at the end of 3. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). PD is better against non-moving targets than 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. vs. and they do it quite well. but they don't. They also have an extra 5% evasion. 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. It's telling how bad some parts of this system are thought out that dedicated anti-missile flak doesn't even enter the discussion, and instead the first thought is to. 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. The discussion about PD vs. As probably most of you know. That is why we got XL and T slots added in the 1. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. More range and damage than the dedicated point defense beams, and they still track well enough. In fact; the best Corvettes early game (by a decent margin) wield flak. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. But much faster and able to evade flak/pd better. and they do it quite well. 17 needs to be 2 or 3. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 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). I had about 20k reinforcements trickle in while the battle was going. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. . 30 Range is very low. 649. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Star Wars space battles are World War 2 naval battles with a space re-skin. 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. As to ship builds, here i have to agree, it. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. Depends kinda on what for a fleet design you are aiming for and what you prefer. 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. 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). AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 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 won with 35k left. Point defense. Also a general balance to A ship slots, will change the amount given based on ship hull group. If you consolidate the 3. Toxoids will. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. PD have 4 major drawback : - Range. 2 with 3. 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. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Currently you can also abuse the PD priority by having just a few carriers with fighters and a lot of missiles, enemy PD wont fire at your missiles as long as there are fighters/bombers on the field. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. This is atop the fact they render all PD useless. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. If you get cruisers before an enemy, you get a free war. There was also fairly vague statement to the effect that. Maybe this is why I have had better experiences with flak than guardians. Sure, but the problem is that usually, a P slot is worth a S slot on every ship part, and the picket bow of the destroyer is the only one where a P slot replaces a M slot or 2 S slots, making the loss of firepower even worse than usual. 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. Missile strike craft. 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. • 9 mo. I never use flak though, because strike craft also engaged each other, and idk if that's. 3. 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. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. Are extremely powerful vs AI. These deal -50% damage to shields, so they are highly ineffective. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. 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. 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. In practice I believe Flak is superior to Guardian. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. Don't stress about armor or shield tech. (Also convenient when you're sending small squadrons to scoop up. 25 day Cooldown as one M-slot SWM salvo. 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. 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. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. So whats the difference between Flak and point defense beisides the different researchpath and PD having 1-4 dmg while Flak got 1-3? Is PD better…12th May 2022. 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. The fight is very "sharp". Next to fire are the lasers in the L-Slots. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 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. 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. Flak [With fighters maybe?] and kinetic batteries. Chad_is_admirable • 2 yr. .