With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Frigates are an advanced version. 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. 4% effective increased HP). Also a good point to think about: any ship that can use picket computers should use PD over Flak ALWAYS because strike craft evasion isn’t that high in the first place. 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. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Checking AI fleet comp, and build there are 2 possibilities. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Meewec Jan 5, 2020 @ 12:05am. Both have the same Accuracy. Flak is kinetic so better vs shields. It requires you (or your opponents) to be using close range computers. 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. Towards the midgame you'll start leaning towards torps. Use picket cruisers as the bulk of your navy. Plasma has -75% damage vs shields. Flak actually has better DPS VS shields than PD. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Missiles start with 0 Evasion and end with 40. Role: Mass. 6+ rebalance), but the weakness to Flak has made it trickier to use. Having greater force naturally leads to smaller losses per Lanchester's law, but in case of SC (or rockets) vs PD the effect is multiplied by the fact that small number of SC is totally negated by PD while after certain point (at which PD is saturated to capacity) SC start to break through and deal damage; the more SC amount is above PD. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. literally the only statistical difference between flack and PD is that. Both bypass shields. 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. armor: 2. There's no in between. 5) * (. 48 per 0. In Stellaris there are very rarely reasons to continue fighting a losing battle. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 8. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. I did the math and I have a chart if you'd like for me to DM it to you. . 9 for THE META. armor: 3. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. There was also fairly vague statement to the effect that there were changes coming down the pipe such. . . AI after 20x repeatables? Disruptors ignore repeated armor upgrades but you still got that worthless strikecraft there that won't survive PD and still has to go through armor. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. 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. Interesting video. Oct 16, 2018; Add bookmark #20. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Point defense. 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). 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). 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. 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. 75 - (60 - 50)) = 2. Point Defense is optimal for missiles, Flak is optimal for fighter craft. It's even worse if multiple missiles are aiming for the same target. PD is better against non-moving targets than Flak. You put on Kinetic Artillery and Plasma Cannons. That doesn't matter if you aren't offering any other PD targets, of course, but what does matter is that their evasion is so low that even basic flak (50 tracking) will never miss due to evasion, while even Scout Wings are agile enough to knock flak's effective accuracy from 75% down to 65%, a 13. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 6 days, or 6. There have been no cost adjustments. GW/SC/PD/Flak Wonk. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. 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. hes now at. 8. 9 vs. GW/SC/PD/Flak Wonk. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. They also have an extra 5% evasion. In practice I believe Flak is superior to Guardian. All Stellaris needs is more tech, and more importantly, more exclusive techs. GW/SC/PD/Flak Wonk. . but they don't. It cannot cover entire fleet. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Ships with PD or Strike Craft provide better screening. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. 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 does more damage but has no tracking. In Stellaris there is only ship design and fleet management. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 0. Missiles, disruptors, and normal weapons alike. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. no it says barrier, never seen it before 2. Now Flak: It deals avarage 6 damage per shot, reload in 0. But Flak's greater range and accuracy are still its main advantages over PD. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. Pretty sure flak is better. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. (Also convenient when you're sending small squadrons to scoop up. Flak and Point Defense do the same damage and are equally decent for general damage. Computer/Position: Rear Support. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. Pd does more damage but has no tracking. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Ship fire rate and range are still important, I think. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. . It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 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. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. You have to keep in mind the damage modifiers for the weapons. Tinca12 • 10 mo. 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. 8 seconds. the firing speed of flak is ~2. PD is good for targetting missiles. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. Ah, got it. Honestly I think Stellaris could use more asymmetrical shipbuilding options, and neutron launchers as indisputably the best weapon (which they are, currently) but which can be countered fits that bill exactly. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 3. - there is tier 4 kinetic PD. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. While PD/Flak are improved now, they are very much "all or nothing". I've been testing the effectiveness of different weapons and ship types for 1. Technically 14 pd does the same damage as flak. 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. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. That seems off. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. Mesl •. 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 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. Still learning combat and I thought I had decent missile defense. Just think about it. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). . If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. 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. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. They don't attack ships I think. 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. 3 rework. This allows you to bring up cheats like max_resources, instant_build,. Note the 5 armor. Shinzor Mar 28, 2018 @ 11:32pm. 25 days to defeat them, with each kill reducing incoming. Torpedo assault carrier is the most balanced ship design. Finally, don't despair. 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). 5 day, and deals only 25% damage vs armor so it deals only 3 damage per day to missiles as long as those has armor, and 6 to hull, so it needs 5 shots (3 days) to destroy regular missile, so its more than half effective as PD, but lets assume its half for easier calculations, so it CAN. 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. 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. 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. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The discussion about PD vs. . Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. 6 = 11. 3 on the horizon, for single-player. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. hull: 4. 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. 13th has to be 2 or above. but they don't. 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. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. Kinectics and Lasers hit instantly as soon as they are fired. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 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. Both have 0. 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. Missiles could remain strong while they had ammo and empasis of the balancing could more be put on strike craft vs PD/flak (nad larger missile hulls that couldnhave more ammo yet be less spammable than corvettes) Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if enemy uses both missiles and fighters? So i think that extra tracking would make it more viable vs things like corvettes etc than point defense would be. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. 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. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). There was also fairly vague statement to the effect that. . 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. 30 Range is very low. Also some anti-corvette capabilities. In fact; the best Corvettes early game (by a decent margin) wield flak. Anti-Armor specialty. So basically flak is just a. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. Ok so point defense weapon can shhot down missles. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. while the destroyers or corvettes behind provide PD and dodge support. Stellaris' recent 3. 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. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. However Tiyanki are, at least in my games, not extremely common. As the Contingency goes on and gains territory, there are several events to help take the pressure off. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/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. Stellaris > General Discussions > Topic Details. And besides that a Mix of Kinetic and Energy Artillery. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. Basic answer is - battleships with pure long ranged weapons. Here are the release notes for the update, which will be going live later today IS NOW LIVE. • 10 mo. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. But Flak's greater range and accuracy are still its main advantages over PD. The main difference is tracking. Technically 14 pd does the same damage as flak. 8 (3. As probably most of you know. 649. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. They can protect your battleship fleet from torpedo corvettes. -75% against armor. 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. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. PD is energy so weak against shields. This seems to line up to Missile defense (Point-defense) as well. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. 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. 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. 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. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. I do like. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. But how does the Flak do damage? Is it one. Also: - there is tier 4 laser PD. 10. Stellaris, Paradox ’s science fiction grand strategy game, is big. Sillez_zockt. Thats 95% of everything there is to know about it. ago. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. 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. None of the Vulcans or the 2 Flak versions are wasted. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. 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. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 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. Random. kineticdreamss •• Edited. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 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. 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. Same reason as above. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. There was also fairly vague statement to the effect that. You either have "enough Point Defense/Flak Cannons", or "Not Enough". and I honestly haven't played Stellaris in some time, so I don't have the in-game values. 16 Badges. 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. 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. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. PD is energy so weak against shields. Ships do not defend themselves with point defence, they shoot any missile. . You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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 is supposed to prioritize strikecraft and PD prioritizes missiles. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Flak Batteries are used to fend off Strike Crafts. And that´s a good thing. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. 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. More range and damage than the dedicated point defense beams, and they still track well enough. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. 37 per month. The fight is very "sharp". Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). 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%. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. and they do it quite well. 0 / 0. So, the PD does neglible damage at low hit chance more than once a second. 96 shots/day or 3. 16 Badges. Apr 19, 2023. 649. I don't even add PD to my hanger sections to save minerals and power. . 25 day Cooldown as one M-slot SWM salvo. 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. But this gives me an idea. ago. I used to use flak guns but they are truly useless. 5 seconds, the firing speed of pdd is 0. Thanks. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. PD is slightly harder hitting, Flak can reach a higher Tracking. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. There was also fairly vague statement to the effect that. 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. Technically PD guns -should- do this. 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. 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. Yeah they dont fly faster they just shorten the reload time so. 7. Strike Craft have far higher evasion stats than Missiles do. So, the PD does neglible damage at low hit chance more than once a second. 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. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Toxoids will. But slower, less evasive and deploy slower. The fighters are worth it without that point defense. Yes, flak replaces PD entirely in my builds. There was also fairly vague statement to the effect that. The only time when PD is has enough tracking to be effective against Strike Craft is with. As a bonus flak does low but existent damage. 5 seconds, the firing speed of pdd is 0. 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. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. 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. You might as well also have the flak/PD. I won with 35k left. The main difference is tracking Point Defense is optimal for missiles, Flak is optimal for fighter craft I've been using point defense on my corvettes and they catch most of the. 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. With a fleet fitted like this in proper numbers (I went with 20 arty. My understanding matches yours. 31. This is atop the fact they render all PD useless. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. I typically pair Corvettes with Destroyers to mow down practically any. s. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Additionally it's not a good idea to mix flak and point defense on the same ship design. Missiles could remain strong while they had ammo and empasis of the balancing could more be put on strike craft vs PD/flak (nad larger missile hulls that couldnhave more ammo yet be less spammable than corvettes)Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if enemy uses both missiles and fighters?So i think that extra tracking would make it more viable vs things like corvettes etc than point defense would be. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. PD has -75% vs armor but is normal against everything else. ago. 1-3 vs 50=16 at max damage. There was also fairly vague statement to the effect that. 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.