One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Point defense. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. - there is tier 4 kinetic PD. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. Original SC from the unmodded game has been converted into the laser SC from this mod. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. And that’s a lot more labor-intensive with the new intel system. and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they field. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. . 3 on the horizon, for single-player. The. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 25 days to defeat them, with each kill reducing incoming damage by 10%. 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. The Flak does quite a big chunk and at longer range but only every 3 seconds. ago. That is why Flak moved from Medium to PD. Additionally it's not a good idea to mix flak and point defense on the same ship design. And PD does more DPD (2-6 vs 2-8). Which battleship build is better v. list of current FE designs - fresh from a new 1. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. This is due to repeatable considerations, repeating energy+kinetic provides boost to both means of anti air weapons while strike crafts and missiles don’t have anything to boost their survivability and getting in each other’s way in. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. . Fallen empires uses tons of both. Example for 160 fleet cap. , 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. And that´s a good thing. Mono-cruiser fleets are totally viable. My 210k fleet vs their 135k. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. . However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. But Flak's greater range and accuracy are still its main advantages over PD. Both have the same Accuracy. The flak is superior to point defense early because of the tracking bonus. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. Currently Flak is generally more useful than PD due to better tracking. They also have an extra 5% evasion. Add a pinch of Titan to taste. I went file diving. Also, part of the big problem is overkill. 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. Basic fighters have 65% evasion, but basic missiles have 0% evasion. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I've been testing the effectiveness of different weapons and ship types for 1. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. 48 per 0. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. kineticdreamss •• Edited. 3. . Best. 4% effective increased HP). My understanding matches yours. Maybe this is why I have had better experiences with flak than guardians. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Point Defense is optimal for missiles, Flak is optimal for fighter craft. This seems to line up to Missile defense (Point-defense) as well. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. I had about 20k reinforcements trickle in while the battle was going. 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). You might as well also have the flak/PD. The only time when PD is has enough tracking to be effective against Strike Craft is with. 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 design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. I have 50 destroyers fitted with flak turrets and that is my fleet’s. 3 vs. The bigger your fleet, the better each ship is protected. (Also convenient when you're sending small squadrons to scoop up. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. It's very effective. PD do more damage (tier 3 they do 7. s. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. 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). . 01. Basically autocannons are one of best early weapons and one of biggest trap in endgame. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. All other stats pretty much identical across all 3 weapon tiers for PD/Flack Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. 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. 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. PD has -75% vs armor but is normal against everything else. A single Scout Wing has 30 hull, so it takes 30 / 2. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 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. My current understanding is that pd is better against torps and flak. 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. Very n00b-unfriendly. These deal -50% damage to shields, so they are highly ineffective. 6+ rebalance), but the weakness to Flak has made it trickier to use. Generally, missiles are hard-countered by point-defense (and strike craft). Swapping the Flak from above for PD changed the losses to an average. I sometimes dipped in hangars, too. You might as well also have the flak/PD. Plasma has -75% damage vs shields. 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. Defender of the Galaxy does nothing against awakened empires. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. You either have "enough Point Defense/Flak Cannons", or "Not Enough". In practice I believe Flak is superior to Guardian. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. 25 day Cooldown as one M-slot SWM salvo. ago. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 30 Range is very low. more point defense, less hangars. but they don't. The flak kills the craft faster thus getting around to missiles sooner. PD starts with 10 Tracking and ends with 30. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Technically 14 pd does the same damage as flak. while the destroyers or corvettes behind provide PD and dodge support. The PD beams are instantaneous, not like kinetics with their flight time. Add a Comment. Missile Defense. Originally posted by OldEnt: Ships have evasion, starbases do not. Originally written at the end of 3. Which is better depends on the target. ago. . #10 < > Showing 1-10 of 10 comments . Just stick with long-range and XL spinal mount. With 7xw pd I will say it prevented 40% nuke and emp hits. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. shields: 18. 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. Now Flak: It deals avarage 6 damage per shot, reload in 0. I never use flak though, because strike craft also engaged each other, and idk if that's. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). There was also fairly vague statement to the effect that there were changes coming down the pipe such. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. the swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. Shinzor Mar 28, 2018 @ 11:32pm. Afaik everyone came to the same result there - line computer beats every other computer, giga wins in arty vs arty, tl wins in line vs line, and aside from line computer (assuming you don’t have unreliable special components like precog or enigmatic), range and tracking is otherwise king due to accuracy cap on to hit chance. I've been testing the effectiveness of different weapons and ship types for 1. Note the 5 armor. 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. 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. . There's no in between. 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. Destroyers counter corvettes. Has anyone had an AI using Interceptors or Missile Boats early on? Or is it only on Captain and below? Maybe its better in higher difficulties? This makes early. 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. 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. 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. Missiles are somewhat better against point defense, by dint. 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?Yes and yes. . Are extremely powerful vs AI. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Mesl •. Missiles don’t have evasion but strike-craft do. (Also convenient when you're sending small squadrons to scoop up. . Both bypass shields. but they don't. Cruisers, fit for PD and Hangar, with either a fighter or bomber. Once you pass a certain point in game, your tech will allow you to build. 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. Star Wars space battles are World War 2 naval battles with a space re-skin. 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. 1. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. You have to keep in mind the damage modifiers for the weapons. but they don't. 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. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. I do like. Flak is kinetic so better vs shields. e. Just luke before. Zorro Nov 15, 2017 @ 6:06pm. shields: 6. 27 dps. the firing speed of flak is ~2. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Against a 60% evasion corvette, flak does 2. But it require to kill Scavenger Bot. PD is better against non-moving targets than Flak. Technically 14 pd does the same damage as flak. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. Depends kinda on what for a fleet design you are aiming for and what you prefer. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. There are currently two different. 48 per 0. 9 vs. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Flak is useful against close range strike craft. H-slot is a fair replacement for Flak; PD does okay vs. Flak: 1-3 vs 35=11 shots at max damage, one of 2. 4 tracking less than Flack at all 3 tiers. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large missle launchers. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. 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. And only 12. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. 16 Badges. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. First thing to fire are the missiles. So, the PD does neglible damage at low hit chance more than once a second. That seems off. 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. Meewec Jan 5, 2020 @ 12:05am. 0 Railgun (50 range, 50 tracking) vs. . Anti-Armor specialty. . But it require to kill Scavenger Bot. I’ve run a couple of fleet combat tests to see how 2. 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. After gaining flak batteries any other form of PD becomes obsolete. Artillery/Carrier remains a powerful fleet design in 3. This is not that guide. PD has 25% more max damage (but the same min damage) vs Flack - at. so just to put this out there for the Flak vs PD in 2023. 16 Badges. 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. 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. Sep 25, 2013 652 375. 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. Autocannons will fare much better vs a corvette thanks to damage. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. Space Superiority Fighters. 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. 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. This is why the PD corvette required. 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. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. In practice I believe Flak is superior to Guardian. With tier 5 armor you can get to 90% armor easy. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Now updated to 3. 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. Furthermore most large weapons gained minimum range. 7. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Scout Wing is now a primitive sort of flak SC. Excellent work confirming that pd is bugged. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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 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). Also: - there is tier 4 laser PD. 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. 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. Flak actually has better DPS VS shields than PD. ago. There was also fairly vague statement to the effect that. I won with 35k left. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. 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. ) either buffed or nerfed depending on use-case scenario. 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. 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. 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. hes now at. Stellaris Point Defense vs Flak Cannons – A Complete Guide by Spezzy September 23, 2023 in Stellaris A A Weapons are equipment that may be added to warships and then used to assault,. Both have 0. 8 (3. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Corvettes are always useful for guided weapons. Point Defense is optimal for missiles, Flak is optimal for fighter craft. but they don't. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. All strike craft go in a special hangar slot. It cannot cover entire fleet. 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. Yeah, I cut the dashers out entirely. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. 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). Stellaris: Early Game Fleet Combat Meta - PD Testing. Toxoids will. They don't attack ships I think. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Random. 8 seconds later. 8. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 16 Badges. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. Lets spawn the Scourge and Unbidden at the same time and see what happens. Flak deals less damage but has more tracking,. This is unlocked by a new Robotic Assembly Systems. 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. Let us begin. So it's looking to me like unless my. Laser, disruptor, and missiles. I lost all my bigger ships. Pretty sure flak is better. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Ok so point defense weapon can shhot down missles. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base 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. Cause I tend to need to replace flak more often then pd. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. This is the same reason that prethoryn swarm strikers are so resistant to PD. . Flak. 649. 5 day Cooldown. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. 8 seconds later. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Point defense. 0, so I'm not familiar anymore.