stellaris flak vs pd. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. stellaris flak vs pd

 
"Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:stellaris flak vs pd  Or if you unlock them even mid war it can turn the tides

Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Carriers are situational. 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. The flak is superior to point defense early because of the tracking bonus. 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. Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. PD do more damage (tier 3 they do 7. 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. Point defense. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Stellaris: Early Game Fleet Combat Meta - PD Testing. Ah, got it. 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. If the target's evasion is 20 more than the EPD's. Tinca12 • 10 mo. 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. 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. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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 earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. Stellaris. The key now is a varied fleet. They also have an extra 5% evasion. Let us begin. • 9 mo. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. If there's no bombers - PD can't deal to ships, while. Best. Computer/Position: Rear Support. Tactical lasers with IPDAI are also pretty great for point defense. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. There was also fairly vague statement to the effect that. Flak and Point Defense do the same damage and are equally decent for general damage. True?Ok so point defense weapon can shhot down missles. 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. Space Superiority Fighters. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. But it require to kill Scavenger Bot. 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. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. 16 Badges. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. 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. They can protect your battleship fleet from torpedo corvettes. Pd does more damage but has no tracking. There are currently two different. I lost all my bigger ships. All strike craft go in a special hangar slot. Autocannons will fare much better vs a corvette thanks to damage. 10. I won with 35k left. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. 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. but they don't. PD have 4 major drawback : - Range. As a result, Picket Destroyers are a ship you. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Flak vs. 5 day Cooldown. 3. Stellaris Real-time strategy Strategy video game Gaming. PD starts with 10 Tracking and ends with 30. Flak and point defense are pretty much the same. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Ship fire rate and range are still important, I think. 9 vs. 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. The results of each action are based around. 48 per 0. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 1-3 vs 45=15 shots at max damage. But much faster and able to evade flak/pd better. 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. A single Scout Wing has 30 hull, so it takes 30 / 2. 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. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Cruisers, fit for PD and Hangar, with either a fighter or bomber. build ships. The Flak does quite a big chunk and at longer range but only every 3 seconds. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. . kineticdreamss •• Edited. shields: 18. 5 day Cooldown. 47 DPD. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. hull: 15. armor: 2. Apr 19, 2023. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 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. 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. . Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. and they do it quite well. 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). Flaks are good at targetting fighters, and I suppose smaller ships. have rather significant amounts of PD, making missile based weaponry significantly less effective. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. So, the PD does neglible damage at low hit chance more than once a second. After gaining flak batteries any other form of PD becomes obsolete. 6 = 11. 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. Flak Batteries are used to fend off Strike Crafts. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. This is baby's first try at baby's first ship builds. 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. Hangar weapons nerf due to losing point defence capability. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Post 2. #10 < > Showing 1-10 of 10 comments . It has nothing to do with Flak being moved to PD. kineticdreamss •• Edited. In fact; the best Corvettes early game (by a decent margin) wield flak. PD has 25% more max damage (but the same min damage) vs Flack - at. As a result, Picket Destroyers are a ship you. And that’s a lot more labor-intensive with the new intel system. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. 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. PD also travels instantly. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. True?Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. 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. 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 has additional range (40 - 8), so it gives you 5x as much interception potential. . In fact; the best Corvettes early game (by a decent margin) wield flak. Just swap the artillery core for the carrier core and leave everything else the same. no it says barrier, never seen it before 2. Ships do not defend themselves with point defence, they shoot any missile. 5 days. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. Against a 60% evasion corvette, flak does 2. You either have "enough Point Defense/Flak Cannons", or "Not Enough". e. Finally, don't despair. Maybe this is why I have had better experiences with flak than guardians. 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?. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). Taht is why PD moved from Small to PD. Sep 25, 2013 651 375. 0 average damage every 0. 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. However Tiyanki are, at least in my games, not extremely common. Cruisers are good because the power spike over destroyers and corvettes is massive. GW/SC/PD/Flak Wonk. Missiles start with 0 Evasion and end with 40. 4% effective increased HP). Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. There was also fairly vague statement to the effect that. Destroyers are the same as Fleet A. While PD/Flak are improved now, they are very much "all or nothing". 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. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. So one weapon we can scratch from the list. Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. The fighters are worth it without that point defense. I can't imagine that's changed that much. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. 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. I did the math and I have a chart if you'd like for me to DM it to you. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. May 10, 2022; Add bookmark #17 Tamwin5 said:But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. PD and Flak rates as some of the best damage and yet they are some of the worst. I don't pay attention to the names of anything that isn't top tier. As a bonus flak does low but existent damage. 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. Flak has a higher chance to hit evasion capped corvettes (90% evasion) than Medium Plasma (over twice the hit rate) Maximum rank Medium Gauss (Marginally under twice the hit rate) and even Medium Autocannons (10 more chance to hit, autocannons were the only weapon that outDPS'd flak vs corvettes). 3. They also have an extra 5% evasion. 48 per 0. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. You would see very few survivors among corvettes. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. 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. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Chad_is_admirable • 2 yr. Excellent work confirming that pd is bugged. ago. ago. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 5 seconds, the firing speed of pdd is 0. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. Best. Anti-Armor specialty. The. I've been testing the effectiveness of different weapons and ship types for 1. . Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. . Also a general balance to A ship slots, will change the amount given based on ship hull group. #4. There was also fairly vague statement to the effect that. 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. PD, Flak, missiles and hangars to rush in, the same way you described it. 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. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 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. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 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. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Point defense. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. Both have the same Accuracy. 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. 16 Badges. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak deals less damage but has more tracking,. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. 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. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. -75% against armor. 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. Technically PD guns -should- do this. Flak actually has better DPS VS shields than PD. 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. If you consolidate the 3. ago. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. Once you break through shields it's practically useless though. I did the math and I have a chart if you'd like for me to DM it to you. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. . Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. This is atop the fact they render all PD useless. 3 on the horizon, for single-player. . 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. 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. 3 vs. This why we calculate eDps and run tests. And they do. And that´s a good thing. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. the firing speed of flak is ~2. It would be wise to give an accurate description of which mods you play with to get opinions worth something. But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Random. You know, that thing with only one real role, defending against missiles. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). 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. Basic answer is - battleships with pure long ranged weapons. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. 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. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. vs. Same reason as above. PD is energy so weak against shields. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. That's how point defence works in Stellaris. more point defense, less hangars. Missiles don’t have evasion but strike-craft do. In practice I believe Flak is superior to Guardian. Thats 95% of everything there is to know about it. 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. In practice I believe Flak is superior to Guardian. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Thanks. As to ship builds, here i have to agree, it. 31. Point defense. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. 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. Are extremely powerful vs AI. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. True?Which ship type is best? Corvettes for speed and 90% evasion. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. This is unlocked by a new Robotic Assembly Systems. 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. But Flak's greater range and accuracy are still its main advantages over PD. 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. As probably most of you know. More like Flak has a higher chance to hit evasion capped corvettes (90% evasion) than Medium Plasma (over twice the hit rate) Maximum rank Medium Gauss (Marginally under twice the hit rate) and even Medium Autocannons (10 more chance to hit, autocannons were the only weapon that outDPS'd flak vs corvettes). Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. In Stellaris there is only ship design and fleet management. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit. So it's looking to me like unless my. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). First thing to fire are the missiles. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Outside of combat, strike craft regenerate at the rate displayed. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. 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. . 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. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. PD is good for targetting missiles. Point Defense is optimal for missiles, Flak is optimal for fighter craft. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. My current understanding is that pd is better against torps and flak. 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 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. 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. " As missiles and strike craft are long-ranged, it is logical that flak and pd destroyers at mid-range will intercept them, forming a defensive "screen" and. Both have the same Accuracy. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. This is not that guide. 6 days, or 6. 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. 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. If you consolidate the 3. 8. - there is tier 4 kinetic PD. Missile strike craft. Frigates are an advanced version. Add a pinch of Titan to taste. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. I've been using point defense on my corvettes and they catch most of the missiles. My 210k fleet vs their 135k. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. The corvettes and strike craft take on the enemy corvettes and absorb the PD and missiles then move on to the bigger ships who have had their shields stripped on the opening salvo. Unless Autocannons are simply going to ignore the strike craft and target actual ships. literally the only statistical difference between flack and PD is that. but they don't. The only point of carriers is to add lag to the game, other than that, no point. Flak vs Point defense Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Thanks. There was also fairly vague statement to the. Furthermore most large weapons gained minimum range. Destroyers are best used either as a screening ship to deal with missiles and/or strike craft, or as a glass cannon with a large weapon and a medium weapon. 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. 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. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. 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. So one weapon we can scratch from the list. 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. 5) * (. 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. As a fleet 3. GW/SC/PD/Flak Wonk. Or if you unlock them even mid war it can turn the tides. . 3% reduction in hits (15. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). 0. This is the same reason that prethoryn swarm strikers are so resistant to PD. Torpedoes and artillery go straight for bigger ships and star bases, stripping (artillery) or ignoring (torpedo) shields and the corvettes and strike craft join in. This seems to line up to Missile defense (Point-defense) as well. 13th has to be 2 or above. Currently Flak is generally more useful than PD due to better tracking. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. Only difference is damage (1-3/1-4. and they do it quite well. See full list on gametaco. 6 average DPD (damage per day) and PD does 1. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. 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.