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. but they don't. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. PD is better against non-moving targets than Flak. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. This is baby's first try at baby's first ship builds. 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. 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. Just luke before. but they don't. Apr 16, 2021; Add bookmark #9. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. In my personal opinion, it would fit Stellaris, an empire-building and management game, quite well because it would convey the much larger scale we are operating on. 01. Thats 95% of everything there is to know about it. have rather significant amounts of PD, making missile based weaponry significantly less effective. so just to put this out there for the Flak vs PD in 2023. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. 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. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. And only 12. 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. 129. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. PD vs missiles Flak vs strike craft is the idea, but either will do in a pinch against non-optimal targets (ya know, if they weren't both pretty bad at their jobs). PD is better against non-moving targets than Flak. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. H-slot is a fair replacement for Flak; PD does okay vs. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. literally the only statistical difference between flack and PD is that. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. One thing to keep in mind about flak is that it is heavily research gated. #1. The fighters are worth it without that point defense. Ok so point defense weapon can shhot down missles. Unfortunately due to the fact that evasion is capped at 90% and you get a bunch of flat tracking bonuses (most notably sensors giving +15) even a max evasion corvette tends to just get destroyed. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. . Defender of the Galaxy does nothing against awakened empires. There was also fairly vague statement to the effect that. 6 = 11. None of the Vulcans or the 2 Flak versions are wasted. At the endgame, utilize a torpedo cruiser core supported by carrier and Kin artillery battleships, with a swarm of 40 or so neutron launcher frigates. The Aquatic trait now costs 2 points. Ah, got it. 2 changes affected balance. If you consolidate the 3. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. 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. 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. 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 my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. 16 Badges. . So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. The Flak does quite a big chunk and at longer range but only every 3 seconds. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. Just stick with long-range and XL spinal mount. hes now at. 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. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 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. 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. The only point of carriers is to add lag to the game, other than that, no point. 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. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). 4% effective increased HP). and they do it quite well. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. But this gives me an idea. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. the firing speed of flak is ~2. As a fleet 3. - Damage. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. In fact; the best Corvettes early game (by a decent margin) wield flak. 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. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. For those unaware, the "~" command will bring up the console. . Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Stellaris' recent 3. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. . It requires you (or your opponents) to be using close range computers. 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. There was also fairly vague statement to the effect that there were changes coming down the pipe such. 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. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. I usually build flak+plasma corvettes and with destroyers with L arty and M plasma to pound shields at long range before the vettes swarm. PD and Flak rates as some of the best damage and yet they are some of the worst. Flak actually has better DPS VS shields than PD. Stellaris Real-time strategy Strategy video game Gaming. 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. But it require to kill Scavenger Bot. I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. 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. . Also some anti-corvette capabilities. 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. 0 vs. 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. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. build ships. Furthermore most large weapons gained minimum range. 16 Badges. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. It would be wise to give an accurate description of which mods you play with to get opinions worth something. 27 dps. 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. 75 - (60 - 50)) = 2. The fight is very "sharp". In Stellaris there are very rarely reasons to continue fighting a losing battle. Can't remember the numbers but I remember someone on reddit did the math back when 2. They buffed torpedos amd missiles, so you gonna need more pd. The X slot Arc Emitters are great for attacking the relatively weak hulls of the FE ships while your Carriers and PD can neutralize a lot of the FE firepower. And besides that a Mix of Kinetic and Energy Artillery. s. You have to keep in mind the damage modifiers for the weapons. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. That doesn't matter if you aren't offering any other PD targets, of course, but what does matter is that their evasion is so low that even basic flak (50 tracking) will never miss due to evasion, while even Scout Wings are agile enough to knock flak's effective accuracy from 75% down to 65%, a 13. 31. 6 days, or 6. Chad_is_admirable • 2 yr. Flak deals less damage but has more tracking,. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. And 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. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. NMCs have more Evasion, which may make them less juicy of targets than SWMs for occupying PD, and two S-slots would output 10 NMCs over the same 4. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 16 Badges. But it require to kill Scavenger Bot. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. (Also convenient when you're sending small squadrons to scoop up. Best. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. Both have 0. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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. With flak it about 25% effective. Thanks. 0 / 0. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. PD simply cant keep up in a target rich environment unless they are stacking PD, and in that case they are neglecting other weapons to do so. Destroyers are more flexible compared to Corvettes. SuperluminalSquid Technological Ascendancy • 3 mo. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Much like Paradox’s own Crusader Kings 3. With a fleet fitted like this in proper numbers (I went with 20 arty. 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. 48 per 0. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. 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. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. But how does the Flak do damage? Is it one. Both have the same Accuracy. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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. Flak is kinetic so better vs shields. Lets spawn the Scourge and Unbidden at the same time and see what happens. Yeah they dont fly faster they just shorten the reload time so. 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 guns apparently shoot down strike craft, which I could care less about since they are useless. Fallen empires uses tons of both. It's even worse if multiple missiles are aiming for the same target. You know, that thing with only one real role, defending against missiles. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. #8. e. 5 game (observe mode). 3. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. Frigates are an advanced version. 6 average DPD (damage per day) and PD does 1. 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. 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. Reply. There was also fairly vague statement to the effect that. It's very effective. Note the 5 armor. Against fallen empires I often go for an Arc emitter build. Meewec Jan 5, 2020 @ 12:05am. So, the PD does neglible damage at low hit chance more than once a second. 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. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. 6+ rebalance), but the weakness to Flak has made it trickier to use. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are bombers and fighters around to shoot at. GW/SC/PD/Flak Wonk. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Ok so point defense weapon can shhot down missles. Ship fire rate and range are still important, I think. There was also fairly vague statement to the effect that. Once you break through shields it's practically useless though. There was also fairly vague statement to the effect that. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. flak is supposed to prioritize strikecraft and PD prioritizes missiles. , 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. 8. 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. 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. Missile Defense. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 0 Railgun (50 range, 50 tracking) vs. 25 day Cooldown as one M-slot SWM salvo. 6 days, or 6. They can protect your battleship fleet from torpedo corvettes. literally the only statistical difference between flack and PD is that. 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. 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. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. Role: Mass. 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. 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. I had about 20k reinforcements trickle in while the battle was going. [deleted] •. Oct 16, 2018; Add bookmark #20. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Anti-Armor specialty. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. As a result, Picket Destroyers are a ship you. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. This seems to line up to Missile defense (Point-defense) as well. Mesl •. 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. . Moongduri • 10 mo. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. If you consolidate the 3. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. and they do it quite well. Artillery/Carrier remains a powerful fleet design in 3. Add a pinch of Titan to taste. All Stellaris needs is more tech, and more importantly, more exclusive techs. 649. The main difference is tracking Point Defense is optimal for missiles, Flak is optimal for fighter craft I've been using point defense on my corvettes and they catch most of the. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. and they do it quite well. 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. Autocannons will fare much better vs a corvette thanks to damage. 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. The PD beams are instantaneous, not like kinetics with their flight time. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. The only time when PD is has enough tracking to be effective against Strike Craft is with. . Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 5) * (. 9 vs. 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. . PD has -75% vs armor but is normal against everything else. 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. 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. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. All strike craft go in a special hangar slot. . . If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. But it cost minor artifacts. There's no in between. 10 missile corvettes vs 10 PD corvettes doesnt go so well. ago. This is the same reason that prethoryn swarm strikers are so resistant to PD. On battleships, late in the game. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. PD, Flak, missiles and hangars to rush in, the same way you described it. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. #4. 25 days to defeat them, with each kill reducing incoming damage by 10%. 8 seconds later. Technically 14 pd does the same damage as flak. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. kineticdreamss •• Edited. Sillez_zockt. 3 on the horizon, for single-player. Flak Batteries are used to fend off Strike Crafts. 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. I typically pair Corvettes with Destroyers to mow down practically any. Also: - there is tier 4 laser PD. There are currently two different. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). 30 Range is very low. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. That was really cool. Original SC from the unmodded game has been converted into the laser SC from this mod. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. I have 50 destroyers fitted with flak turrets and that is my fleet’s. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Both bypass shields. I've been testing the effectiveness of different weapons and ship types for 1. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. I lost all my bigger ships. So one weapon we can scratch from the list. 10. If you get cruisers before an enemy, you get a free war. 8 (3. Let us begin. And they do. This is so effective that ~40k fleets 1:2 destro/cruiser. The reason armour is terrible is because of 100% armour penetration existing. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Also a general balance to A ship slots, will change the amount given based on ship hull group. 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. Which battleship build is better v. My understanding matches yours. PD has 25% more max damage (but the same min damage) vs Flack - at. 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. PD has -75% vs armor but is normal against everything else. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 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. 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. PyroMancer Oct 30, 2022 @ 3:08pm. Flak and Point Defense do the same damage and are equally decent for general damage. AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. Sep 25, 2013 651 375. Now Flak: It deals avarage 6 damage per shot, reload in 0. That's the difference. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. 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 also have an extra 5% evasion. I don't pay attention to the names of anything that isn't top tier. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Honestly I think Stellaris could use more asymmetrical shipbuilding options, and neutron launchers as indisputably the best weapon (which they are, currently) but which can be countered fits that bill exactly. Ah, didn't know it was just completely negated by any PD at all. 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. Fighters would be far less powerful. . 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. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. This is atop the fact they render all PD useless. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Flak. notagoodpainter. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). 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?. 6 damage per day. but they don't. Use PD, shield, and shield hardeners. 00 hit. no it says barrier, never seen it before 2. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. GW/SC/PD/Flak Wonk. So one weapon we can scratch from the list. Cause I tend to need to replace flak more often then pd. 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. 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. Pretty sure flak is better. 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. The key now is a varied fleet. Missiles start with 0 Evasion and end with 40. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Apr 19, 2023.