Stellaris flak vs pd. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Stellaris flak vs pd

 
 Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progressesStellaris flak vs pd  Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this

also remember lanchester's laws. 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. 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. 9 vs. hull: 4. Flak and point defense are pretty much the same. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. Fighters would be far less powerful. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Ideal for intercepting, escorting, and dogfighting. Sep 25, 2013 651 375. Depends kinda on what for a fleet design you are aiming for and what you prefer. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. 16 Badges. 75 - (60 - 50)) = 2. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Flak. Original SC from the unmodded game has been converted into the laser SC from this mod. Technically 14 pd does the same damage as flak. Ah, didn't know it was just completely negated by any PD at all. Stellaris Real-time strategy Strategy video game Gaming. Damage 54-70. Mono-cruiser fleets are totally viable. 4% effective increased HP). True? เข้าสู่ระบบ ร้านค้าDoes anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Flak Battery: tech_flak_batteries_1: Flak Cannons:. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. This seems to line up to Missile defense. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. 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. 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. Use PD, shield, and shield hardeners. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak: 1-3 vs 35=11 shots at max damage, one of 2. 00 hit. armor: 2. the kind of opposition we are expecting. Checking AI fleet comp, and build there are 2 possibilities. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. but they don't. So one weapon we can scratch from the list. All corvettes. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. #10 < > Showing 1-10 of 10 comments . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Sep 25, 2013 652 375. With a fleet fitted like this in proper numbers (I went with 20 arty. Stellaris: Early Game Fleet Combat Meta - PD Testing. You probably know point defense weapons are best for missiles and flak weapons are best for strike craft, so keep in mind if you already have some hangers in your fleet you can probably skip the flak and focus on point defense. 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). . PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Missiles start with 0 Evasion and end with 40. Only difference is damage (1-3/1-4. Originally posted by OldEnt: Ships have evasion, starbases do not. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Another option is strike craft especially after all those buffs. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. 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. The fighters are worth it without that point defense. but they don't. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. literally the only statistical difference between flack and PD is that. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. 37 per month. There was also fairly vague statement to the effect that. Add a Comment. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Pd does more damage but has no tracking. (Also convenient when you're sending small squadrons to scoop up. Picket bow is garbage unless you're building ships with no goal other than "maximize PD per fleet capacity", but picket stern is only a very slight decrease in expect DPS vs. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 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. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Command Cruiser Class. 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. Comparing what flak means in the modern era and what flak means in futuristic void combat is like comparing the role of cavalry in 1812 and 1942. Fallen empires uses tons of both. Just stick with long-range and XL spinal mount. First thing to fire are the missiles. 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. Both have the same Accuracy. 3. 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). 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. 5 day Cooldown. There was also fairly vague statement to the effect that. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. 8 seconds. You put on Kinetic Artillery and Plasma Cannons. 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. 25 days to defeat them, with each kill reducing incoming. even when the fighters are out of range but the missiles arent the PD is kinda locked on the fighters and will happily watch you nuke a large. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 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. When I kit out an Onslaught XIV, it exists very much in. 8 seconds. Excellent work confirming that pd is bugged. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The Wiki entry for Strike Craft reads on one side as though SC hit points are for each craft, but the other side shows, for example, Adv Strike Craft doing 40. 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. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. Long answer: They’re both good if used well. The PD beams are instantaneous, not like kinetics with their flight time. 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. but they don't. 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. This seems to line up to Missile defense (Point-defense) as well. 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. This is baby's first try at baby's first ship builds. I just built a couple of sets of destroyers, one. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Pretty sure flak is better. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. 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. 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. Artillery/Carrier remains a powerful fleet design in 3. 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. Basic answer is - battleships with pure long ranged weapons. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Just think about it. 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. This seems to line up to Missile defense (Point-defense) as well. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. True?Stellaris > General Discussions > Topic Details. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. I don't even add PD to my hanger sections to save minerals and power. 6+ rebalance), but the weakness to Flak has made it trickier to use. 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. 2. 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. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. They also have an extra 5% evasion. H-slot is a fair replacement for Flak; PD does okay vs. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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). 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. And besides that a Mix of Kinetic and Energy Artillery. have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 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. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. The Aquatic trait now costs 2 points. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Stellaris beam weapons can. The only way around that is to screen them with Swarmer missiles, but this strategy is only really worth it for full missile fleets (and is the only way they can compete at all with PD/Flak) Energy Torpedoes can't be shot down and are useful for everybody as a. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Stellaris > General Discussions > Topic Details. For those unaware, the "~" command will bring up the console. Swapping the Flak from above for PD changed the losses to an average. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). 96 shots/day or 3. Point defense. ago. Hangar weapons nerf due to losing point defence capability. Scout Wing is now a primitive sort of flak SC. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak is useful against close range strike craft. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Note the 5 armor. Please note that unlike evasion PD is a hard counter, so if your enemy has any PD then first N shots are shot down and the rest are going through so increasing amount of G weapons by X% is guaranteed to increase damage dealt by more than X%; if half of your missiles are shot down than. . 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?. Yes, flak replaces PD entirely in my builds. PD is better against non-moving targets than Flak. It requires you (or your opponents) to be using close range computers. 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 usually build flak+plasma corvettes and with destroyers with L arty and M plasma to pound shields at long range before the vettes swarm. 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. But it require to kill Scavenger Bot. 3% reduction in hits (15. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. PD has 0. If you get cruisers before an enemy, you get a free war. Both bypass shields. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Ok so point defense weapon can shhot down missles. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Flak vs. Maybe this is why I have had better experiences with flak than guardians. And only 12. Stellaris' recent 3. (Also convenient when you're sending small squadrons to scoop up. Cause I tend to need to replace flak more often then pd. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. -75% against armor. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the 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. PD starts with 10 Tracking and ends with 30. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 6 days, or 6. As a result, Picket Destroyers are a ship you. I never use flak though, because strike craft also engaged each other, and idk if that's. 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. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. If you consolidate the 3. Autocannons are still solid good on Corvs to fight other Corvs. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 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. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. PD do more damage (tier 3 they do 7. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. #8. I've been using point defense on my corvettes and they catch most of the missiles. With 7xw pd I will say it prevented 40% nuke and emp hits. 25 day Cooldown as one M-slot SWM salvo. Currently Flak is generally more useful than PD due to better tracking. 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. If the target's evasion is 20 more than the EPD's. You would see very few survivors among corvettes. I did the math and I have a chart if you'd like for me to DM it to you. They arn't similar enough to be helpful Espessialy when it's clear when the pressumed role of a flak battery on earth, repelling enemy aircraft (or strike craft if you will), means little in. It's very effective. 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). Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 1-3 vs 45=15 shots at max damage. 7. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". I've been testing the effectiveness of different weapons and ship types for 1. 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. You might as well also have the flak/PD. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Strike craft with [M] and weapons and [PD]. This is unlocked by a new Robotic Assembly Systems. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. Destroyers are the same as Fleet A. PD has 25% more max damage (but the same min damage) vs Flack - at. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. 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. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. 25 days to defeat them, with each kill reducing incoming damage by 10%. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. e. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Or if you unlock them even mid war it can turn the tides. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are bombers and fighters around to shoot at. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Computer/Position: Rear Support. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. armor: 3. 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. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Carrier core on the other hand has PD to save the BS from torpedoes but the Strikecraft and Missiles still has to go through armor. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. ago. 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). Ok so point defense weapon can shhot down missles. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Flak Batteries are used to fend off Strike Crafts. 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. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Tactical lasers with IPDAI are also pretty great for point defense. One thing to keep in mind about flak is that it is heavily research gated. 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. 0, so I'm not familiar anymore. 649. Assuming late/end game tech: If you're facing PD targets with high evasion (strike craft) Flak mounted on line AI ships (for RoF buff) has the highest effective DPS. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. 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. 2 changes affected balance. 0 Railgun (50 range, 50 tracking) vs. I lost all my bigger ships. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. notagoodpainter. Apr 2, 2021; Add bookmark #18 CrazyJ said: the issue is that you guys are going wildly off topic and hijacking a thread about a problem in a sci fi game with an argument about something that is at best tangentially. 47 DPD. 48 per 0. So basically flak is just a. I've been using point defense on my corvettes and they catch most of the missiles. Just swap the artillery core for the carrier core and leave everything else the same. The Flak does quite a big chunk and at longer range but only every 3 seconds. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. The flak is superior to point defense early because of the tracking bonus. With tier 5 armor you can get to 90% armor easy. This is atop the fact they render all PD useless. Furthermore most large weapons gained minimum range. PD is slightly harder hitting, Flak can reach a higher Tracking. 4 tracking less than Flack at all 3 tiers. 8 (3. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are. Why the hell falk need so much space. GW/SC/PD/Flak Wonk. - Damage. SuperluminalSquid Technological Ascendancy • 3 mo. 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. Oct 16, 2018; Add bookmark #20. I do like. Add a pinch of Titan to taste. Strike Craft have far higher evasion stats than Missiles do. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. and they do it quite well. Corvettes are always useful for guided weapons. As a bonus flak does low but existent damage. 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. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. You either have "enough Point Defense/Flak Cannons", or "Not Enough". I typically pair Corvettes with Destroyers to mow down practically any. 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. AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. 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. 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. . Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. Still learning combat and I thought I had decent missile defense. If there's no bombers - PD can't deal to ships, while. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). PD and Flak rates as some of the best damage and yet they are some of the worst. shields: 6. But how does the Flak do damage? Is it one. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Introducing the final ship that must fight it out against destroyer spam, the cruiser. 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. Both have 0. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. This allows you to bring up cheats like max_resources, instant_build,. Ok so point defense weapon can shhot down missles. Zorro Nov 15, 2017 @ 6:06pm. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. 25 day Cooldown as one M-slot SWM salvo. But it require to kill Scavenger Bot. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 9 for THE META. 3. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. The only point of carriers is to add lag to the game, other than that, no point. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. True?How to Beat the Scavenger Bot in Stellaris. It requires you (or your opponents) to be using close range computers. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. This is atop the fact they render all PD useless. 8 seconds later. Can't remember the numbers but I remember someone on reddit did the math back when 2. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. There are currently two different. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight.