The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Stellaris has a rather cheap upgrade system, where its easy to switch designs. And they do. but they don't. 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. 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. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Towards the midgame you'll start leaning towards torps. but they don't. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. The bigger your fleet, the better each ship is protected. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Technically 14 pd does the same damage as flak. But slower, less evasive and deploy slower. This corresponds to the targets they're meant to engage: Missiles have pretty low evasion, so both PD & Flak will engage at their base accuracy which is ~5-10% higher for PD - thus it does better. Stellaris' recent 3. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. PD is energy so weak against shields. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. The flak is superior to point defense early because of the tracking bonus. more point defense, less 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. 11. . Don't bother with any other weapon type on them, they aren't worth it. Pretty sure flak is better. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. 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. However, the alloys would cost 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. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. 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. Artillery/Carrier remains a powerful fleet design in 3. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. Just swap the artillery core for the carrier core and leave everything else the same. 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. And honestly, after you unlock flak, those P slots are just wasted and useless anyway, because flak is a much better mid-late PD variant that doesn't require you to use PD sections and compromise offensive power. #10 < > Showing 1-10 of 10 comments . 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. s. 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. Another option is strike craft especially after all those buffs. 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. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. 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. There was also fairly vague statement to the effect that. And that´s a good thing. Thanks. Originally written at the end of 3. also remember lanchester's laws. 16 Badges. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. . The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. They can protect your battleship fleet from torpedo corvettes. That was really cool. Just think about it. You would see very few survivors among corvettes. Introducing the final ship that must fight it out against destroyer spam, the cruiser. 2 with 3. ago. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. 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. Post 2. 48 per 0. 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. And that’s a lot more labor-intensive with the new intel system. Note the 5 armor. Hangar weapons nerf due to losing point defence capability. Kinectics and Lasers hit instantly as soon as they are fired. 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. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. 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?. 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. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. All strike craft go in a special hangar slot. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. and they do it quite well. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. It requires you (or your opponents) to be using close range computers. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. 5 day Cooldown. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. 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. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. A good foundation to fiddle with numbers and composition to suit your play styles. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. #9. Flak Batteries are used to fend off Strike Crafts. . Thats 95% of everything there is to know about it. So it's looking to me like unless my. Defender of the Galaxy does nothing against awakened empires. The only time when PD is has enough tracking to be effective against Strike Craft is with. 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. That's how point defence works in Stellaris. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. . The current day PD prime examples of CWIS sure seem to be what autocannon are in space. Apr 19, 2023. Sep 25, 2013 651 375. Flak deals less damage but has more tracking,. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. 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. • 10 mo. Destroyers counter corvettes. PD is better against non-moving targets than Flak. . The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 8 "Gemini" update and the Galactic Paragons expansion. Laser, disruptor, and missiles. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. PD starts with 10 Tracking and ends with 30. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. . Flak is kinetic so better vs shields. e. 30 Range is very low. PD is energy so weak against shields. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. . but they don't. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. This is unlocked by a new Robotic Assembly Systems. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 30 Range is very low. 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. 31. Flak should not be conducted without acknowledging the rest of weapons "balance" / 'meta" Strike Craft is the superior version of Point Defense/ Flak and Missiles. If you consolidate the 3. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. but they don't. However Tiyanki are, at least in my games, not extremely common. 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?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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. I've been using point defense on my corvettes and they catch most of the missiles. PD do more damage (tier 3 they do 7. 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. Once you break through shields it's practically useless though. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. 8 seconds later. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. GW/SC/PD/Flak Wonk. 6+ rebalance), but the weakness to Flak has made it trickier to use. The fight is very "sharp". Can't remember the numbers but I remember someone on reddit did the math back when 2. 2 changes affected balance. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Swapping the Flak from above for PD changed the losses to an average. flak is supposed to prioritize strikecraft and PD prioritizes missiles. PD is better against non-moving targets than Flak. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. GW/SC/PD/Flak Wonk. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. Ideal for intercepting, escorting, and dogfighting. 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. spudwalt • 21 days ago. hes now at. 1-3 vs 50=16 at max damage. Once you break through shields it's practically useless though. 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. 3% reduction in hits (15. Yeah, I cut the dashers out entirely. 25 day Cooldown as one M-slot SWM salvo. Also: - there is tier 4 laser PD. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. 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). For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. 9 for THE META. 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. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. I was wrong. That being said, at 2200. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Stellaris. hull: 15. Destroyers are the same as Fleet A. 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. Basically autocannons are one of best early weapons and one of biggest trap in endgame. There was also fairly vague statement to the effect that there were changes coming down the pipe such. 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. So basically flak is just a. GW/SC/PD/Flak Wonk. But this gives me an idea. In practice I believe Flak is superior to Guardian. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. You have to keep in mind the damage modifiers for the weapons. Reply. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. e. 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). 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. kineticdreamss •• Edited. 13th has to be 2 or above. . Also some anti-corvette capabilities. Long answer: They’re both good if used well. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. This is baby's first try at baby's first ship builds. 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. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. Having greater force naturally leads to smaller losses per Lanchester's law, but in case of SC (or rockets) vs PD the effect is multiplied by the fact that small number of SC is totally negated by PD while after certain point (at which PD is saturated to capacity) SC start to break through and deal damage; the more SC amount is above PD. Flak has better tracking; PD has better damage. While PD/Flak are improved now, they are very much "all or nothing". Technically 14 pd does the same damage as 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 seems to have better stats then point defense but can it still shoot down missiles well. Excellent work confirming that pd is bugged. 66 comments. 8. 0 Railgun (50 range, 50 tracking) vs. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There are currently. 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. 47 DPD. Ships with PD or Strike Craft provide better screening. This seems to line up to Missile defense (Point-defense) as well. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. There was also fairly vague statement to the effect that. 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. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. 3. 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. 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. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. 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. Cruisers, fit for PD and Hangar, with either a fighter or bomber. . Additionally it's not a good idea to mix flak and point defense on the same ship design. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Anti-Armor specialty. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. That is why we got XL and T slots added in the 1. 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). 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. This is the same reason that prethoryn swarm strikers are so resistant to PD. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. Pd does more damage but has no tracking. 47 DPD. 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 just built a couple of sets of destroyers, one. Outside of combat, strike craft regenerate at the rate displayed. Only difference is damage (1-3/1-4. Paradox Interactive has unveiled Toxoids, a new Species Pack DLC for Stellaris that'll bring the "most stubborn species in the game's history" when it comes to PC on 20th September. 0 Stellaris has more tactical depth in it - I could wage wars against much more powerful empires and won a heroic victory (speaking in Total War's terms) by luring enemy fleet to a heavily fortified starbase, supported by my main fleet which was inferior. 3. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. The PD beams are instantaneous, not like kinetics with their flight time. 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. There was also fairly vague statement to the effect that. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Compare with Marauders : +25% hull damage, 20 dps. Missiles don’t have evasion but strike-craft do. This why we calculate eDps and run tests. 01. Cruisers are good because the power spike over destroyers and corvettes is massive. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. There was also fairly vague statement to the effect that. I used to use flak guns but they are truly useless. 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. 7. 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. no it says barrier, never seen it before 2. I can't imagine that's changed that much. 25 days to defeat them, with each kill reducing incoming damage by 10%. Sep 25, 2013 654 375. 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. H-slot is a fair replacement for Flak; PD does okay vs. Sep 25, 2013 654 375. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. PD has 25% more max damage (but the same min damage) vs Flack - at. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. but it used to be that pd was for missiles and flak was for strike craft. hull: 4. So one weapon we can scratch from the list. If there's no bombers - PD can't deal to ships, while. It requires you (or your opponents) to be using close range computers. 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. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. (Also convenient when you're sending small squadrons to scoop up. 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. Finally, don't despair. Taht is why PD moved from Small to PD. lancefighter • 5 yr. I won with 35k left. Flak is kinetic so better vs shields. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 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. Focus on getting combat computer tech and use swarm. 16 Badges. Shinzor Mar 28, 2018 @ 11:32pm. build ships. As probably most of you know. I did the math and I have a chart if you'd like for me to DM it to you. 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. You put on Kinetic Artillery and Plasma Cannons. 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. True?Stellaris > General Discussions > Topic Details. Stellaris, Paradox ’s science fiction grand strategy game, is big. Flak Battery has 2. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. I typically pair Corvettes with Destroyers to mow down practically any. Both have the same Accuracy. 6. . (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. 1. 0 average damage every 0. 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. 5 seconds, the firing speed of pdd is 0. True?How to Beat the Scavenger Bot in Stellaris. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. True?Ok so point defense weapon can shhot down missles. So one weapon we can scratch from the list. With tier 5 armor you can get to 90% armor easy. But Flak's greater range and accuracy are still its main advantages over PD. The fighters are worth it without that point defense. ago. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Mono-cruiser fleets are totally viable. When I kit out an Onslaught XIV, it exists very much in. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. PD and Flak rates as some of the best damage and yet they are some of the worst. 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. Basic answer is - battleships with pure long ranged weapons. This seems to line up to Missile defense. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. Also a general balance to A ship slots, will change the amount given based on ship hull group. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. 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. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. They buffed torpedos amd missiles, so you gonna need more pd. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. With 7xw pd I will say it prevented 40% nuke and emp hits. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. In Stellaris there is only ship design and fleet management. 375. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. 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. Missile Defense. Unless Autocannons are simply going to ignore the strike craft and target actual ships. 8 seconds. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. 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. First thing to fire are the missiles. 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. 3. 6 days, or 6. ago.