stellaris flak vs pd. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. stellaris flak vs pd

 
Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debrisstellaris flak vs pd  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

while the destroyers or corvettes behind provide PD and dodge support. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. The fighters are worth it without that point defense. This is atop the fact they render all PD useless. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. 1-3 vs 45=15 shots at max damage. 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. ago. 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. -75% against armor. Flak vs. 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. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. 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. but they don't. Mesl •. ago. 6 = 11. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Focus on getting combat computer tech and use swarm. 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. Sep 25, 2013 651 375. Flak is kinetic so better vs shields. but they don't. Flak is useful against close range strike craft. Furthermore most large weapons gained minimum range. 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. 17 needs to be 2 or 3. 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. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. Thanks. Stellaris Real-time strategy Strategy video game Gaming comments. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. . 0, so I'm not familiar anymore. armor: 2. They don't attack ships I think. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. The main difference is tracking. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. The only time when PD is has enough tracking to be effective against Strike Craft is with. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. If the target's evasion is 20 more than the EPD's. My understanding matches yours. Flak: 1-3 vs 35=11 shots at max damage, one of 2. Sep 25, 2013 654 375. 16 Badges. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). Also a general balance to A ship slots, will change the amount given based on ship hull group. lancefighter • 5 yr. Stellaris. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Paradox Interactive has unveiled Toxoids, a new Species Pack DLC for Stellaris that'll bring the "most stubborn species in the game's history" when it comes to PC on 20th September. On battleships, late in the game. Best. The Aquatic trait now costs 2 points. 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. Swapping the Flak from above for PD changed the losses to an average. Oct 16, 2018; Add bookmark #20. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. 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. 25 day Cooldown as one M-slot SWM salvo. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 47 DPD. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. . Point Defense is optimal for missiles, Flak is optimal for fighter craft. 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. 2 with 3. PD has 25% more max damage (but the same min damage) vs Flack - at. the firing speed of flak is ~2. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. 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. [deleted] •. 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. I don't pay attention to the names of anything that isn't top tier. If there's no bombers - PD can't deal to ships, while. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. 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. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. 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. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. All strike craft go in a special hangar slot. Toxoids will. PD, Flak, missiles and hangars to rush in, the same way you described it. 129. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 9 for THE META. Which battleship build is better v. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Compare with Marauders : +25% hull damage, 20 dps. and they do it quite well. 0 vs. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Can't remember the numbers but I remember someone on reddit did the math back when 2. . Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Missiles don’t have evasion but strike-craft do. The fight is very "sharp". Flak guns apparently shoot down strike craft, which I could care less about since they are useless. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Let us begin. - there is tier 4 kinetic PD. Pretty sure flak is better. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. armor: 3. Original SC from the unmodded game has been converted into the laser SC from this mod. Sep 25, 2013 651 375. Questions-Comments about Flak, PD, and Autocannon from the wiki. But this gives me an idea. But Flak's greater range and accuracy are still its main advantages over PD. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. kineticdreamss •• Edited. 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. I never use flak though, because strike craft also engaged each other, and idk if that's. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. , non-Missiles), having Flak with the same Range as a Mass Driver, better base damage (worst at Tier-0 but still present at T4), and better vs. Point defense. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. 3% reduction in hits (15. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Flak [With fighters maybe?] and kinetic batteries. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. The fighters render missiles totally useless and unlike PD can damage craft. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. There was also fairly vague statement to the effect that. Apr 16, 2021; Add bookmark #9. the flak will kill the strikecraft and move on to the missiles faster than the PD can kill the missiles and then move on to the strikecraft. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. 10. 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, 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. 9 vs. True?How to Beat the Scavenger Bot in Stellaris. 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. Point Defense is optimal for missiles, Flak is optimal for fighter craft. With a fleet fitted like this in proper numbers (I went with 20 arty. Ok so point defense weapon can shhot down missles. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. Missiles start with 0 Evasion and end with 40. Note that Attack Moons are part of a mod (specifically Gigastructures). As a result, Picket Destroyers are a ship you. Flak on the other hand starts at 50 Tracking and ends at 70. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. . It's very effective. This is baby's first try at baby's first ship builds. #8. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. First thing to fire are the missiles. Post 2. PD is energy so weak against shields. There was also fairly vague statement to the effect that. 8 seconds. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). 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. That being said, at 2200. But it require to kill Scavenger Bot. PD starts with 10 Tracking and ends with 30. Much like Paradox’s own Crusader Kings 3. Chad_is_admirable • 2 yr. As a bonus flak does low but existent damage. You would see very few survivors among corvettes. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. Against a 60% evasion corvette, flak does 2. And only 12. In fact; the best Corvettes early game (by a decent margin) wield flak. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Moongduri • 10 mo. Destroyers are more flexible compared to Corvettes. There was also fairly vague statement to the effect that. Introducing the final ship that must fight it out against destroyer spam, the cruiser. While PD/Flak are improved now, they are very much "all or nothing". 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. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. 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 has the tracking to be effective against Corvettes with early-game tech; this will allow the flak to deal meaningful damage to enemy ships while their missiles reload (or if they don't use missiles at all). You have to keep in mind the damage modifiers for the weapons. ago. shields: 18. 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. 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. The PD beams are instantaneous, not like kinetics with their flight time. 375. 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. A good foundation to fiddle with numbers and composition to suit your play styles. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Ok so point defense weapon can shhot down missles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. The Flak does quite a big chunk and at longer range but only every 3 seconds. Space Superiority Fighters. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. 8 "Gemini" update and the Galactic Paragons expansion. 5 seconds, the firing speed of pdd is 0. I've been using point defense on my corvettes and they catch most of the missiles. 16 Badges. Missile strike craft. I believe attack speed makes you fire them more frequently, so not specifically any better vs PD unless you got it to such an extreme level that it fires constantly, but it does make you attack more often and thus do more damage. There was also fairly vague statement to the effect that. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. 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. 5) * (. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. . 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. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. Just stick with long-range and XL spinal mount. Don't bother with any other weapon type on them, they aren't worth it. Just swap the artillery core for the carrier core and leave everything else the same. Generally, missiles are hard-countered by point-defense (and strike craft). 5 day Cooldown. 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. 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. Mono-cruiser fleets are totally viable. #1. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. There was also fairly vague statement to the effect that. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. #1. In evenly matched pure Corvette fights with tech 1, hard missile is actually the riskiest build; it loses brutally to PD corvettes, and doesn't even beat gunship corvettes if they run 2 armor/1 shield. 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. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. 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. 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. 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. 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. 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. Laser, disruptor, and missiles. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. Stellaris beam weapons can. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). Missiles are somewhat better against point defense, by dint. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. PD would still be better for missiles because of the lower cooldown and the fact that auto. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Additionally it's not a good idea to mix flak and point defense on the same ship design. For those unaware, the "~" command will bring up the console. 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. This seems to line up to Missile defense (Point-defense) as well. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Unless Autocannons are simply going to ignore the strike craft and target actual ships. If you can get Crystal Hull tech this can help you build ships more for less. I was wrong. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. and yet Strike Craft are considered mediocre to Energy and Kinetic weapons If anything I would argue for making Flak more of a side grade, by: On 1 vs 1 situation PD is clearly superior then flak. the kind of opposition we are expecting. #9. As probably most of you know. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. But it cost minor artifacts. s. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. 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. #1. Autocannons will fare much better vs a corvette thanks to damage. Checking AI fleet comp, and build there are 2 possibilities. Use picket cruisers as the bulk of your navy. Defender of the Galaxy does nothing against awakened empires. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Both have the same Accuracy. The discussion about PD vs. This seems to line up to Missile defense (Point-defense) as well. Sillez_zockt. 3 on the horizon, for single-player. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. Frigates are an advanced version. 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). The main difference is tracking Point Defense is optimal for missiles, Flak is optimal for fighter craft I've been using point defense on my corvettes and they catch most of the. 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. H-slot is a fair replacement for Flak; PD does okay vs. Reply. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Ok so point defense weapon can shhot down missles. and they do it quite well. Command Cruiser Class. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for 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. Destroyers counter corvettes. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. The fight is very "sharp". 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. With tier 5 armor you can get to 90% armor easy. I lost all my bigger ships. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. I did the math and I have a chart if you'd like for me to DM it to you. 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. + the big hole cause by flak gun is horrible. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. 48 per 0. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. #4. A single Scout Wing has 30 hull, so it takes 30 / 2. Random. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 1. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. It has nothing to do with Flak being moved to PD. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. 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. Ok so point defense weapon can shhot down missles. 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 base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). 48 per 0. 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. 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. 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. I’ve run a couple of fleet combat tests to see how 2. 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. 649. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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 fighters are worth it without that point defense. Ok so point defense weapon can shhot down missles. The progression for Point-Defense is shown on the Wiki as Tier-0 Sentinel PD, T2 ( 6000 base research) Barrier PD, T4 (16000) Guardian PD. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. 3 vs. 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. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. 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. Point Defenses have fewer tiers. 6 damage per day. • 10 mo. . . Technically PD guns -should- do this. 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. If you get cruisers before an enemy, you get a free war. 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. 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. 96 shots/day or 3. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. 66 comments. Don't use the picket AI except in the. I don't even add PD to my hanger sections to save minerals and power. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 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. That seems off. . Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Next to fire are the lasers in the L-Slots. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. Hangar weapons nerf due to losing point defence capability. Thanks. 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. PyroMancer Oct 30, 2022 @ 3:08pm. I do like. There was also fairly vague statement to the effect that. "Why did you move the Flak Battery/Artillery to the "P" slot?" Because having Point Defense weaponry in normal slots caused all kinds of balance issues. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level.