stellaris flak vs pd. This is atop the fact they render all PD useless. stellaris flak vs pd

 
 This is atop the fact they render all PD uselessstellaris flak vs pd 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?Fleet B: Corvettes are now split between missile boats with Antimatter warheads and standard interceptors

These deal -50% damage to shields, so they are highly ineffective. PD has -75% vs armor but is normal against everything else. #1. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Interesting video. The problem with Autocannons being used in a PD/Flak role is that GW/SC/PD/Flak are all dealing with theoretically much higher levels of Evasion and Tracking (GW and SC are. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Point Defense is optimal for missiles, Flak is optimal for fighter craft. That's how point defence works in Stellaris. . Stellaris Point Defense vs Flak Cannons – A Complete Guide by Spezzy September 23, 2023 in Stellaris A A Weapons are equipment that may be added to warships and then used to assault,. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. but it used to be that pd was for missiles and flak was for strike craft. Apr 19, 2023. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. 3 vs. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. The PD beams are instantaneous, not like kinetics with their flight time. 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. Focus on getting combat computer tech and use swarm. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. If you consolidate the 3. 9 for THE META. It's been seven years since Stellaris released, and with this anniversary and three hundredth dev diary, I'm happy to bring you the Stellaris 3. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. 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. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. Very n00b-unfriendly. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. Point Defense is optimal for missiles, Flak is optimal for fighter craft. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. This is the same reason that prethoryn swarm strikers are so resistant to PD. Due to current balance & PD ability to shot enemy ships - kinetic PD is much better in early corvettes game (flak + 2lasers using flaks as anti-shield weapon). The reason armour is terrible is because of 100% armour penetration existing. Flak [With fighters maybe?] and kinetic batteries. flak is supposed to prioritize strikecraft and PD prioritizes missiles. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. It's very effective. 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. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. Sillez_zockt. True?Which ship type is best? Corvettes for speed and 90% evasion. First thing to fire are the missiles. . As probably most of you know. Ships do not defend themselves with point defence, they shoot any missile. ago. NMCs have more Evasion, which may make them less juicy of targets than SWMs for occupying PD, and two S-slots would output 10 NMCs over the same 4. . 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Both have 0. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. 0 Railgun (50 range, 50 tracking) vs. The main difference is tracking. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Originally written at the end of 3. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. A good foundation to fiddle with numbers and composition to suit your play styles. If there's no bombers - PD can't deal to ships, while. Oct 16, 2018; Add bookmark #20. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Lets spawn the Scourge and Unbidden at the same time and see what happens. 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. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. 25 day Cooldown as one M-slot SWM salvo. . net I went file diving. Still learning combat and I thought I had decent missile defense. . PD also travels instantly. lancefighter • 5 yr. If you can get Crystal Hull tech this can help you build ships more for less. Chad_is_admirable • 2 yr. 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 better tracking; PD has better damage. As a result, Picket Destroyers are a ship you. It has nothing to do with Flak being moved to PD. GW/SC/PD/Flak Wonk. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. PD, Flak, missiles and hangars to rush in, the same way you described it. And besides that a Mix of Kinetic and Energy Artillery. Long answer: They’re both good if used well. . 10. I did the math and I have a chart if you'd like for me to DM it to you. That being said, at 2200. 8. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. Once you pass a certain point in game, your tech will allow you to build. 2 changes affected balance. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Questions-Comments about Flak, PD, and Autocannon from the wiki. 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. Finally, don't despair. 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. but they don't. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Due to current balance & PD ability to shot enemy ships - kinetic PD is much better in early corvettes game (flak + 2lasers using flaks as anti-shield weapon). , 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. 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". However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. . As the Contingency goes on and gains territory, there are several events to help take the pressure off. This is so effective that ~40k fleets 1:2 destro/cruiser. 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. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. This seems to line up to Missile defense. Just think about it. ago. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 16 Badges. hes now at. 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. Both have 0. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). . But how does the Flak do damage? Is it one. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. PD has 0. I don't pay attention to the names of anything that isn't top tier. 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. 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. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Ah, didn't know it was just completely negated by any PD at all. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. H-slot is a fair replacement for Flak; PD does okay vs. Against fallen empires I often go for an Arc emitter build. The fighters render missiles totally useless and unlike PD can damage craft. 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. As a result, Picket Destroyers are a ship you. PD have 4 major drawback : - Range. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. 6 days, or 6. Carriers are situational. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. kineticdreamss •• Edited. But it require to kill Scavenger Bot. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Then battleships do the same thing again. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Flak Battery has 2. Here are the release notes for the update, which will be going live later today IS NOW LIVE. Ah, got it. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. I've been using point defense on my corvettes and they catch most of the missiles. The fighters are worth it without that point defense. Which battleship build is better v. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. but they don't. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Flak deals less damage but has more tracking,. IIRC there is currently a bug where one of the computers uses median weapons range instead of longest weapons range, which would cause ships with f. 2. 1-3 vs 45=15 shots at max damage. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. - Damage. 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. 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". Flak actually has better DPS VS shields than PD. Flak is kinetic so better vs shields. That's the difference. 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. ago. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). I sometimes dipped in hangars, too. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I never use flak though, because strike craft also engaged each other, and idk if that's. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 47 DPD. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. . Ok so point defense weapon can shhot down missles. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. 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). Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. 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. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). 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. Also, part of the big problem is overkill. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. . Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. If the target's evasion is 20 more than the EPD's. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. . Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. It cannot cover entire fleet. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. Sep 25, 2013 651 375. ago. Ok so point defense weapon can shhot down missles. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. 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. Laser, disruptor, and missiles. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. If you get cruisers before an enemy, you get a free war. PD starts with 10 Tracking and ends with 30. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. #8. Or if you unlock them even mid war it can turn the tides. Apr 19, 2023. Can't remember the numbers but I remember someone on reddit did the math back when 2. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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 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). PD starts with 10 Tracking and ends with 30. There was also fairly vague statement to the effect that. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. 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. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. 6+ rebalance), but the weakness to Flak has made it trickier to use. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 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. 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. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. The fight is very "sharp". Best. Point defense. e. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Depends kinda on what for a fleet design you are aiming for and what you prefer. 16 Badges. Strike Craft Diversity adds 18 new components, 3 new technologies, 2 new ship sections, a new admiral trait, and a ton of improvements to Strike Craft in Stellaris. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 75 - (60 - 50)) = 2. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. 00 hit. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Technically 14 pd does the same damage as flak. I lost all my bigger ships. PD has 25% more max damage (but the same min damage) vs Flack - at. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. and they do it quite well. Point defense. This is why the PD corvette required. 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. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. 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. With a wide variety of loadouts and options cruisers should be able to. 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. This is baby's first try at baby's first ship builds. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Missiles 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. 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. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. Sep 25, 2013 652 375. It has exceptional anti-missile and anti-fighter capability, beaten in its category only by the Dual Flak Cannon, which trades some range and a smaller blast radius for a noticeably higher rate of fire. . 8 (3. 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. One thing to keep in mind about flak is that it is heavily research gated. but they don't. And only 12. 5 seconds, the firing speed of pdd is 0. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 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. You put on Kinetic Artillery and Plasma Cannons. . The fighters are worth it without that point defense. Amoeba: 1-4 vs 50=12 shots at max damage. 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. Stellaris Real-time strategy Strategy video game Gaming. 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. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. The Aquatic trait now costs 2 points. 17 needs to be 2 or 3. 5) * (. Space Superiority Fighters. I had about 20k reinforcements trickle in while the battle was going. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. 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. 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. 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. Towards the midgame you'll start leaning towards torps. 16 Badges. 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. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. 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. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. There are currently. Once you accept this, all your problems go away. 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. 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. Ok so point defense weapon can shhot down missles. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. flak or pd depends on what you're facing off against. . but they don't. 0 / 0. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Don't stress about armor or shield tech. . They also have an extra 5% evasion. You might as well also have the flak/PD. 0 average damage every 0. 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. 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. 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. That is why Flak moved from Medium to PD. Once you break through shields it's practically useless though. Are extremely powerful vs AI. 649. Unless Autocannons are simply going to ignore the strike craft and target actual ships. 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. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. hull: 4. Just stick with long-range and XL spinal mount. Defender of the Galaxy does nothing against awakened empires. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. A single Scout Wing has 30 hull, so it takes 30 / 2. Like titleIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. There was also fairly vague statement to the effect that. 3 rework. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. Stellaris. 3 on the horizon, for single-player. But it require to kill Scavenger Bot. I'm continuing with focused discussions of issues with missiles and strike craft - in this thread, I want to look at understanding where point defense and flak systems might be best positioned going forward. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. Add a pinch of Titan to taste. Just luke before. Stellaris Real-time strategy Strategy video game Gaming comments. 6 days, or 6. Swapping the Flak from above for PD changed the losses to an average.