Stellaris flak vs pd. There are currently. Stellaris flak vs pd

 
 There are currentlyStellaris flak vs pd  Destroyers counter corvettes

Space Superiority Fighters. ago. 3 on the horizon, for single-player. GW/SC/PD/Flak Wonk. . Which is better depends on the target. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 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). 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 vs. Still learning combat and I thought I had decent missile defense. 649. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 649. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. 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. These deal -50% damage to shields, so they are highly ineffective. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. and they do it quite well. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. build ships. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Also some anti-corvette capabilities. #8. However Tiyanki are, at least in my games, not extremely common. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. True?Stellaris > General Discussions > Topic Details. 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. 3 vs. Yes destroyers do PD better but you are forgetting that PD is utterly useless. but they don't. . So, the PD does neglible damage at low hit chance more than once a second. If you get cruisers before an enemy, you get a free war. 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. 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. There's no in between. They also have an extra 5% evasion. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. The progression for Point-Defense is shown on the Wiki as Tier-0 Sentinel PD, T2 ( 6000 base research) Barrier PD, T4 (16000) Guardian PD. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Originally written at the end of 3. The fight is very "sharp". This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. Once you accept this, all your problems go away. Next to fire are the lasers in the L-Slots. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. . Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. 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. Stellaris, Paradox ’s science fiction grand strategy game, is big. 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?. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 64 energy credits per month. 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. Questions-Comments about Flak, PD, and Autocannon from the wiki. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 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. Flak. They also have an extra 5% evasion. 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. 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. Also, part of the big problem is overkill. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Plasma has -75% damage vs shields. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. Ships with PD or Strike Craft provide better screening. There are currently two different. I’ve run a couple of fleet combat tests to see how 2. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. Apr 19, 2023. 5 seconds, the firing speed of pdd is 0. . H-slot is a fair replacement for Flak; PD does okay vs. All corvettes. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 2. It cannot cover entire fleet. 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 + Missiles beat PD + Missiles and pure Missile Corvettes. If there's no bombers - PD can't deal to ships, while. The problem with Autocannons being used in a PD/Flak role is that GW/SC/PD/Flak are all dealing with theoretically much higher levels of Evasion and Tracking (GW and SC are. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. In Stellaris there is only ship design and fleet management. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 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. 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. Just stick with long-range and XL spinal mount. 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. 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. Flak and point defense are pretty much the same. 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. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Excellent work confirming that pd is bugged. Moongduri • 10 mo. Flak actually has better DPS VS shields than PD. They can protect your battleship fleet from torpedo corvettes. Much like Paradox’s own Crusader Kings 3. 0 vs. PD starts with 10 Tracking and ends with 30. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. So around year 100, I make the switch to Plasma weapons and either particle lances or energy torpedoes (from the disruptor line), with some of my own point defense thrown in for. All strike craft go in a special hangar slot. PD also travels instantly. 8 seconds. 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. more point defense, less hangars. Chad_is_admirable • 2 yr. Introducing the final ship that must fight it out against destroyer spam, the cruiser. In fact; the best Corvettes early game (by a decent margin) wield flak. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Currently Flak is generally more useful than PD due to better tracking. 48 per 0. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. 6 damage per day. 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. Sure, but the problem is that usually, a P slot is worth a S slot on every ship part, and the picket bow of the destroyer is the only one where a P slot replaces a M slot or 2 S slots, making the loss of firepower even worse than usual. 25 days to defeat them, with each kill reducing incoming. 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. 47 DPD. This is atop the fact they render all PD useless. Both have 0. ago. Swapping the Flak from above for PD changed the losses to an average. It would be wise to give an accurate description of which mods you play with to get opinions worth something. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. 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. lancefighter • 5 yr. Random. 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. Unless Autocannons are simply going to ignore the strike craft and target actual ships. Basic fighters have 65% evasion, but basic missiles have 0% evasion. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. I'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. PD has 25% more max damage (but the same min damage) vs Flack - at. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Best. but they don't. 5 day Cooldown. 31. However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. Kinectics and Lasers hit instantly as soon as they are fired. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 1-3 vs 50=16 at max 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. -75% against armor. These deal -50% damage to shields, so they are highly ineffective. 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. Sep 25, 2013 651 375. 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. . There was also fairly vague statement to the effect that there were changes coming down the pipe such. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. while the destroyers or corvettes behind provide PD and dodge support. 3 Flak guns to take out a size4 Hangar). Add a Comment. 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. This is the same reason that prethoryn swarm strikers are so resistant to PD. As a bonus flak does low but existent damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиPosted by u/[Deleted Account] - 2 votes and 5 comments13x PD-Laser (Flak, Laser, Laser) 7x PD-Kinetic (PD, Kinetic, Kinetic) Because what I failed to realize first time around is that the PD/Flak is also an anti-ship weapon whenever it's not being used as a PD weapon, and that early in the game, it's actually more effective than the actual weapons. ago. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. Strike craft with [M] and weapons and [PD]. A single Scout Wing has 30 hull, so it takes 30 / 2. GW/SC/PD/Flak Wonk. I don't pay attention to the names of anything that isn't top tier. But Flak's greater range and accuracy are still its main advantages over PD. Flak is kinetic so better vs shields. 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. So one weapon we can scratch from the list. But it require to kill Scavenger Bot. 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. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. One thing to keep in mind about flak is that it is heavily research gated. Ok so point defense weapon can shhot down missles. 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. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). If it only 2 cells it will be more logicalStellaris. Flaks are good at targetting fighters, and I suppose smaller ships. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. but they don't. Depends kinda on what for a fleet design you are aiming for and what you prefer. Added a Robot Assembly Complex building that gives 2 roboticist jobs. list of current FE designs - fresh from a new 1. The flak is superior to point defense early because of the tracking bonus. Yes, flak replaces PD entirely in my builds. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. That's why you have fast and nimble fighters and slow lumbering cruisers, bombing runs from point blank range, bridges put in the front of the ship instead of safely inside the core of the ship. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. Apr 2, 2021; Add bookmark #18 CrazyJ said: the issue is that you guys are going wildly off topic and hijacking a thread about a problem in a sci fi game with an argument about something that is at best tangentially. 37 per month. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Against a 60% evasion corvette, flak does 2. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. This seems to line up to Missile defense. 25 days to defeat them, with each kill reducing incoming damage by 10%. This is why the PD corvette required. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. 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. 8. . 8 "Gemini" update and the Galactic Paragons expansion. Pretty sure flak is better. 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. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. 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. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. Reply. Destroyers are more flexible compared to Corvettes. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. ago. There's no in between. 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. PD starts with 10 Tracking and ends with 30. 96 shots/day or 3. , 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. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. . Don't stress about armor or shield tech. GW/SC/PD/Flak Wonk. ago. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. 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. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. but they don't. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Ok so point defense weapon can shhot down missles. Flak on the other hand starts at 50 Tracking and ends at 70. My 210k fleet vs their 135k. Computer/Position: Rear Support. Strike Craft have far higher evasion stats than Missiles do. Sillez_zockt. Flak Battery has 2. True?How to Beat the Scavenger Bot in Stellaris. 75 - (60 - 50)) = 2. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. The fighters are worth it without that point defense. So it's looking to me like unless my. And they are excellent at ship killing too. The discussion about PD vs. Because the only advantage Flak has is its higher tracking, you can afford to completely ignore it once you get t3 PD and t4 sensors which raise their tracking to acceptable levels, while Flak overcaps from these upgrades. 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?. 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. 0 / 0. 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. The reason armour is terrible is because of 100% armour penetration existing. Technically 14 pd does the same damage as flak. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. 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. That was really cool. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Use PD, shield, and shield hardeners. ago. Just swap the artillery core for the carrier core and leave everything else the same. If the Cruisers stray too far. 1. 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. . So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Post 2. An average upkeep cost for a Stellaris destroyer with a flak battery, 3 small shields, 3 small Nano-composite armor, and 4 small mass drivers would cost 1. . 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. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. and they do it quite well. . Note the 5 armor. Basically autocannons are one of best early weapons and one of biggest trap in endgame. 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. Point Defense is optimal for missiles, Flak is optimal for fighter craft. 01. 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. " 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. Sep 25, 2013 654 375. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. Once you pass a certain point in game, your tech will allow you to build. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. e. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. s. . As probably most of you know. 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. Point Defense is optimal for missiles, Flak is optimal for fighter craft. It's very effective. This allows you to bring up cheats like max_resources, instant_build,. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Fallen empires uses tons of both. 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%. 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 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). However, the alloys would cost 0. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). Ships do not defend themselves with point defence, they shoot any missile. It requires you (or your opponents) to be using close range computers. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Yeah they dont fly faster they just shorten the reload time so. 0 vs. #9. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 6. There was also fairly vague statement to the effect that. 25 day Cooldown as one M-slot SWM salvo. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Autocannons will fare much better vs a corvette thanks to damage. 16 Badges. 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. PD has 0. Torpedo assault carrier is the most balanced ship design. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 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). I don't pay attention to the names of anything that isn't top tier. 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. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. 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. 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. 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. 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). Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. r/Stellaris. 375. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. If you consolidate the 3. I had about 20k reinforcements trickle in while the battle was going. but they don't. 4% effective increased HP). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. net I went file diving. The fight is very "sharp". Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The Aquatic trait now costs 2 points. Galactic Paragons is available here. Autocannons are still solid good on Corvs to fight other Corvs. I've been testing the effectiveness of different weapons and ship types for 1. Missile Defense. Added a Robot Assembly Complex building that gives 2 roboticist jobs.