Stellaris flak vs pd. I can't imagine that's changed that much. Stellaris flak vs pd

 
 I can't imagine that's changed that muchStellaris flak vs pd

That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. . It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Laser, disruptor, and missiles. 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. See full list on gametaco. 25 day Cooldown as one M-slot SWM salvo. Flak vs. 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. Autocannons are still solid good on Corvs to fight other Corvs. 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. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. The key now is a varied fleet. #1. Point Defense is optimal for missiles, Flak is optimal for fighter craft. Ships with PD or Strike Craft provide better screening. Sep 25, 2013 651 375. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. PD is better against non-moving targets than Flak. Use PD, shield, and shield hardeners. 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. Stellaris: Early Game Fleet Combat Meta - PD Testing. Best. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 16 Badges. Now updated to 3. 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. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. In practice I believe Flak is superior to Guardian. Basic fighters have 65% evasion, but basic missiles have 0% evasion. After gaining flak batteries any other form of PD becomes obsolete. Pd does more damage but has no tracking. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. If you get cruisers before an enemy, you get a free war. I don't even add PD to my hanger sections to save minerals and power. If the Cruisers stray too far. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. I believe attack speed makes you fire them more frequently, so not specifically any better vs PD unless you got it to such an extreme level that it fires constantly, but it does make you attack more often and thus do more damage. PD has 25% more max damage (but the same min damage) vs Flack - at. 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. 16 Badges. and they do it quite well. You first need to research t2 kinetics, then t2 auto cannons, while almost all empires get the research for pd from the pirate event and for the remainder it is a low ranked tech that has a high probability of coming up early on. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. 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. and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they field. I just built a couple of sets of destroyers, one. I used to use flak guns but they are truly useless. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. Flak on the other hand starts at 50 Tracking and ends at 70. Scout Wing is now a primitive sort of flak SC. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. But slower, less evasive and deploy slower. PD is energy so weak against shields. lancefighter • 5 yr. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. the kind of opposition we are expecting. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. This why we calculate eDps and run tests. The PD beams are instantaneous, not like kinetics with their flight time. 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. 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. 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. For example 15k made heavy use of missiles while 17k had no PD, or 15k had lots of fighters and bombers and 17k had little to no flak cannons. but they don't. 3% reduction in hits (15. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 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. 66 comments. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. . 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. More range and damage than the dedicated point defense beams, and they still track well enough. Note the 5 armor. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. 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. Technically 14 pd does the same damage as flak. Use PD, shield, and shield hardeners. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. And only 12. 0, so I'm not familiar anymore. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Missile strike craft. 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. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. Both have 0. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. 8 seconds. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 6 damage per day. Both have 0. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. but they don't. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 48 per 0. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Technically 14 pd does the same damage as flak. The only point of carriers is to add lag to the game, other than that, no point. So whats the difference between Flak and point defense beisides the different researchpath and PD having 1-4 dmg while Flak got 1-3? Is PD better…12th May 2022. That was really cool. Star Wars space battles are World War 2 naval battles with a space re-skin. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. And they are excellent at ship killing too. They also have an extra 5% evasion. 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?Technically PD guns -should- do this. 3 vs. There was also fairly vague statement to the effect that. If the target's evasion is 20 more than the EPD's. PD has -75% vs armor but is normal against everything else. Fighter: Fighter will fight enemies fighters, bombers, and strikecrafts, they will also tend to cover friendly bombers from enemy fighters, And yes, they can also be shot down by P. Outside of combat, strike craft regenerate at the rate displayed. These deal -50% damage to shields, so they are highly ineffective. s. while the destroyers or corvettes behind provide PD and dodge support. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 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. But it cost minor artifacts. armor: 2. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 16 Badges. That being said, at 2200. Or if you unlock them even mid war it can turn the tides. So it's looking to me like unless my. and they do it quite well. 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. GW/SC/PD/Flak Wonk. . You have to keep in mind the damage modifiers for the weapons. 31. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. There was also fairly vague statement to the effect that. 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. ago. With 7xw pd I will say it prevented 40% nuke and emp hits. Sep 25, 2013 652 375. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. You know, that thing with only one real role, defending against missiles. This is why the PD corvette required. Also, part of the big problem is overkill. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. So one weapon we can scratch from the list. Fallen empires uses tons of both. no it says barrier, never seen it before 2. Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. 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. Long answer: They’re both good if used well. Maybe this is why I have had better experiences with flak than guardians. 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. Original SC from the unmodded game has been converted into the laser SC from this mod. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. 12. This is the same reason that prethoryn swarm strikers are so resistant to PD. flak is supposed to prioritize strikecraft and PD prioritizes missiles. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Just swap the artillery core for the carrier core and leave everything else the same. no it says barrier, never seen it before 2. 3 on the horizon, for single-player. 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). 5 seconds, the firing speed of pdd is 0. but it used to be that pd was for missiles and flak was for strike craft. Just luke before. Pretty sure flak is better. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. 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. Just think about it. GW/SC/PD/Flak Wonk. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 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. Pd does more damage but has no tracking. 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. Introducing the final ship that must fight it out against destroyer spam, the cruiser. But how does the Flak do damage? Is it one. 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. 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. There was also fairly vague statement to the effect that. 5) * (. . Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 96 shots/day or 3. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. For those unaware, the "~" command will bring up the console. In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. -75% against armor. PD starts with 10 Tracking and ends with 30. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. 0. I've been testing the effectiveness of different weapons and ship types for 1. The flak is superior to point defense early because of the tracking bonus. This seems to line up to Missile defense (Point-defense) as well. Reply. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. 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. 0 / 0. 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. PD has 0. 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. Then battleships do the same thing again. If it only 2 cells it will be more logicalStellaris. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. There was also fairly vague statement to the effect that. 5 day Cooldown. Added a Robot Assembly Complex building that gives 2 roboticist jobs. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. 3. Flak deals less damage but has more tracking,. 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. As a result, Picket Destroyers are a ship you. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. I did the math and I have a chart if you'd like for me to DM it to you. GW/SC/PD/Flak Wonk. Once you accept this, all your problems go away. notagoodpainter. There was also fairly vague statement to the effect that. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. Stellaris Real-time strategy Strategy video game Gaming comments. I don't pay attention to the names of anything that isn't top tier. ago. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 0 average damage every 0. #10 < > Showing 1-10 of 10 comments . Role: Mass. And that´s a good thing. That is why we got XL and T slots added in the 1. 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. but they don't. There was also fairly vague statement to the effect that. 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. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. 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. 4% effective increased HP). (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. As to ship builds, here i have to agree, it. 129. and they do it quite well. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. So 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 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. 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". Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 17 needs to be 2 or 3. That is why Flak moved from Medium to PD. Here are the release notes for the update, which will be going live later today IS NOW LIVE. Flak vs. 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. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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. PyroMancer Oct 30, 2022 @ 3:08pm. None of the Vulcans or the 2 Flak versions are wasted. Flak: 1-3 vs 35=11 shots at max damage, one of 2. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I sometimes dipped in hangars, too. also remember lanchester's laws. . Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 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. It has nothing to do with Flak being moved to PD. Flak actually has better DPS VS shields than PD. It's even worse if multiple missiles are aiming for the same target. Basic answer is - battleships with pure long ranged weapons. Ok so point defense weapon can shhot down missles. That's the difference. (Also convenient when you're sending small squadrons to scoop up. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Carriers are situational. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. There are currently two different. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 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. I was wrong. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 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. 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. Sillez_zockt. These deal -50% damage to shields, so they are highly ineffective. Yes destroyers do PD better but you are forgetting that PD is utterly useless. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. 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. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. PD have 4 major drawback : - Range. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Autocannons will fare much better vs a corvette thanks to damage. All Stellaris needs is more tech, and more importantly, more exclusive techs. 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. 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. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 375. ago. But much faster and able to evade flak/pd better. 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. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. . Fighters would be far less powerful. Mesl •. #1. The bigger your fleet, the better each ship is protected. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. 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. Same reason as above. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. ago. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The fighters are worth it without that point defense. Don't use the picket AI except in the. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD is better (Marauder Missiles have 40 evasion, so still 10 evasion vs max tier PD) The balance point on Flak with Strike Craft (and similarly Point Defense with Guided Weapons) is in determining how many Flak attacks are going to go against an SC squadron at a time. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Point Defenses have fewer tiers. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. Against a 60% evasion corvette, flak does 2. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 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. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Add a Comment. I do like. So basically flak is just a. PD vs Flak Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Zorro Nov 15, 2017 @ 6:06pm. It would be wise to give an accurate description of which mods you play with to get opinions worth something. And PD does more DPD (2-6 vs 2-8). have rather significant amounts of PD, making missile based weaponry significantly less effective. 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. But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. I can't imagine that's changed that much. 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. Which is better depends on the target. 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. hull: 4. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. 3. They both shoot at both missiles and strikecraft but have third own priority. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. the firing speed of flak is ~2. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. The Aquatic trait now costs 2 points. 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. Galactic Paragons is available here. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. Questions-Comments about Flak, PD, and Autocannon from the wiki. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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 if the design process going forward is streamlining things - the whole Flak-PD thing seems like a candidate for chopping down to one component that shoots missiles and strike craft. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 30 Range is very low. There's no in between.