However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. . Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 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. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. Computer/Position: Rear Support. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. 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. Best. 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. 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. More range and damage than the dedicated point defense beams, and they still track well enough. 3. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. The fighters are worth it without that point defense. 8. It cannot cover entire fleet. There have been no cost adjustments. . True?Stellaris > General Discussions > Topic Details. You have to keep in mind the damage modifiers for the weapons. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. Flak and Point Defense do the same damage and are equally decent for general damage. 1-3 vs 45=15 shots at max damage. All strike craft go in a special hangar slot. Now Flak: It deals avarage 6 damage per shot, reload in 0. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. Next to fire are the lasers in the L-Slots. list of current FE designs - fresh from a new 1. This allows you to bring up cheats like max_resources, instant_build,. 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. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. e. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. ago. 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 fight is very "sharp". Apr 16, 2021; Add bookmark #9. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. - Damage. hull: 15. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. Just luke before. 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 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 16 Badges. Let us begin. 16 Badges. While PD/Flak are improved now, they are very much "all or nothing". Cause I tend to need to replace flak more often then pd. and they do it quite well. One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Just stick with long-range and XL spinal mount. 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. 37 per month. 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. Go to Stellaris r/Stellaris. 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). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 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. I don't fully understand it either, and that's after 150 hours of play. 2 was latest version. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 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. 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. 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. 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. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. the swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. Amoeba: 1-4 vs 50=12 shots at max damage. PD is good for targetting missiles. Flak on the other hand starts at 50 Tracking and ends at 70. There was also fairly vague statement to the effect that. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The main difference is tracking. There was also fairly vague statement to the effect that. I just built a couple of sets of destroyers, one. The reason armour is terrible is because of 100% armour penetration existing. Both have 0. Flak. I sometimes dipped in hangars, too. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. 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. Are extremely powerful vs AI. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. And 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. At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. This 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. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Fallen empires uses tons of both. Zorro Nov 15, 2017 @ 6:06pm. PD has 0. Why the hell falk need so much space. . Missile 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. Yeah they dont fly faster they just shorten the reload time so. 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 Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. But it require to kill Scavenger Bot. There's no in between. PD starts with 10 Tracking and ends with 30. In fact; the best Corvettes early game (by a decent margin) wield flak. Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. There was also fairly vague statement to the effect that. Damage 54-70. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. 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. 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. Ships do not defend themselves with point defence, they shoot any missile. . The fight is very "sharp". The Aquatic trait now costs 2 points. 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. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Don't bother with any other weapon type on them, they aren't worth it. Lets spawn the Scourge and Unbidden at the same time and see what happens. , 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. 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 X slot Arc Emitters are great for attacking the relatively weak hulls of the FE ships while your Carriers and PD can neutralize a lot of the FE firepower. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. 3. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. ago. And only 12. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). shields: 18. and they do it quite well. It's even worse if multiple missiles are aiming for the same target. With tier 5 armor you can get to 90% armor easy. In Stellaris there are very rarely reasons to continue fighting a losing battle. the kind of opposition we are expecting. Destroyers are more flexible compared to Corvettes. 5 seconds, the firing speed of pdd is 0. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. That's why you have fast and nimble fighters and slow lumbering cruisers, bombing runs from point blank range, bridges put in the front of the ship instead of safely inside the core of the ship. Ideal for intercepting, escorting, and dogfighting. You know, that thing with only one real role, defending against missiles. Sep 25, 2013 654 375. Checking AI fleet comp, and build there are 2 possibilities. 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. and they do it quite well. It has nothing to do with Flak being moved to PD. #10 < > Showing 1-10 of 10 comments . I can't imagine that's changed that much. 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. Furthermore most large weapons gained minimum range. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. 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. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Yes, flak replaces PD entirely in my builds. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. Per page: 15 30 50. but they don't. 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. #9. The flak is superior to point defense early because of the tracking bonus. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There was also fairly vague statement to the. Missiles, disruptors, and normal weapons alike. #1. It requires you (or your opponents) to be using close range computers. 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. Autocannons will fare much better vs a corvette thanks to damage. net I went file diving. 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 supposed to prioritize strikecraft and PD prioritizes missiles. Missiles don’t have evasion but strike-craft do. hes now at. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. So I have almost 500 hours played of Stellaris and this might be a stupid question, but what is the difference between point defense and flak?. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. This seems to line up to Missile defense. The only point of carriers is to add lag to the game, other than that, no point. 0 average damage every 0. 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. If it only 2 cells it will be more logicalStellaris. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 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. . And PD does more DPD (2-6 vs 2-8). Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. PD has -75% vs armor but is normal against everything else. Missile Defense. That being said, at 2200. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Sep 25, 2013 652 375. . Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Maybe this is why I have had better experiences with flak than guardians. Ah, got it. Ship fire rate and range are still important, I think. the firing speed of flak is ~2. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. 375. armor: 2. Missiles start with 0 Evasion and end with 40. Missiles don’t have evasion but strike-craft do. 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. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. I’ve run a couple of fleet combat tests to see how 2. Original SC from the unmodded game has been converted into the laser SC from this mod. Stellaris' recent 3. Flak vs. Additionally it's not a good idea to mix flak and point defense on the same ship design. Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. 66 comments. With a wide variety of loadouts and options cruisers should be able to. You might as well also have the flak/PD. Flaks are good at targetting fighters, and I suppose smaller ships. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In fact; the best Corvettes early game (by a decent margin) wield flak. 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. Both have 0. • 9 mo. 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. 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. 25 days to defeat them, with each kill reducing incoming damage by 10%. 9 vs. armor: 3. Long answer: They’re both good if used well. Cruisers, fit for PD and Hangar, with either a fighter or bomber. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Cruisers are good because the power spike over destroyers and corvettes is massive. The Aquatic trait now costs 2 points. I had about 20k reinforcements trickle in while the battle was going. Now updated to 3. Stellaris. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . The fight is very "sharp". So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. . 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. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. 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. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. 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. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Flak Battery: tech_flak_batteries_1: Flak Cannons:. [deleted] •. 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. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. The fighters are worth it without that point defense. 3 rework. Excellent work confirming that pd is bugged. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. 6 average DPD (damage per day) and PD does 1. You would see very few survivors among corvettes. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. My 210k fleet vs their 135k. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. lancefighter • 5 yr. First thing to fire are the missiles. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. My current understanding is that pd is better against torps and flak. 17 needs to be 2 or 3. 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. 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). That's how point defence works in Stellaris. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. GW/SC/PD/Flak Wonk. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. 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 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. As a bonus flak does low but existent damage. 12. 10 missile corvettes vs 10 PD corvettes doesnt go so well. Only difference is damage (1-3/1-4. 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. 8 seconds later. . 3 Flak guns to take out a size4 Hangar). But it cost minor artifacts. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. 2 with 3. and they do it quite well. . Fighters would be far less powerful. PD also travels instantly. 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. 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. Flak Batteries are used to fend off Strike Crafts. 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. 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. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets whose evasion capabilities significantly exceed Point Defense's abilities to track. This is the same reason that prethoryn swarm strikers are so resistant to PD. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. Stellaris: Early Game Fleet Combat Meta - PD Testing. So basically flak is just a. Apr 19, 2023. 0, so I'm not familiar anymore. I lost all my bigger ships. While PD/Flak are improved now, they are very much "all or nothing". 3 vs. Pd does more damage but has no tracking. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak is kinetic so better vs shields. Sep 25, 2013 651 375. 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. 16 Badges. #4. Against a 60% evasion corvette, flak does 2. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Plasma has -75% damage vs shields. . Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Compare with Marauders : +25% hull damage, 20 dps. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. This seems to line up to Missile defense (Point-defense) as well. 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. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 5 seconds, the firing speed of pdd is 0. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. while the destroyers or corvettes behind provide PD and dodge support. PD is better against non-moving targets than Flak. Tactical lasers with IPDAI are also pretty great for point defense. Random. So around year 100, I make the switch to Plasma weapons and either particle lances or energy torpedoes (from the disruptor line), with some of my own point defense thrown in for. Here are the release notes for the update, which will be going live later today IS NOW LIVE. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). . 16 Badges. All Stellaris needs is more tech, and more importantly, more exclusive techs. 9 for THE META. 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. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. . Same reason as above. There are currently two different. This is why the PD corvette required. kineticdreamss •• Edited. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. 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. 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. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). . Originally posted by OldEnt: Ships have evasion, starbases do not. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Generally, missiles are hard-countered by point-defense (and strike craft). Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. Technically 14 pd does the same damage as flak. ago. 30 Range is very low. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. but they don't. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. . With flak it about 25% effective. 01. 96 shots/day or 3. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft.