Stellaris flak vs pd. Space Superiority Fighters. Stellaris flak vs pd

 
 Space Superiority FightersStellaris flak vs pd If my memory is correct, Flak and PD do both shoot at both strike craft and missiles

In fact; the best Corvettes early game (by a decent margin) wield flak. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. This is unlocked by a new Robotic Assembly Systems. There was also fairly vague statement to the effect that. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. 6 damage per day. Post 2. 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. - there is tier 4 kinetic PD. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. . Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Missiles are somewhat better against point defense, by dint. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Yes destroyers do PD better but you are forgetting that PD is utterly useless. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. Sep 25, 2013 654 375. Fallen empires uses tons of both. 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. So, I see a fair few guides talking about how to get good ships, usually by bragging about getting Titans by 2230 and repeatables by 2250. Furthermore, the snowball-behavior of Carriers (ie: Strike Craft being effective vs not being effective) is difficult to predict and understand. . 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. PD is slightly harder hitting, Flak can reach a higher Tracking. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. If the Cruisers stray too far. kineticdreamss •• Edited. 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 say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. Both have 0. The Flak does quite a big chunk and at longer range but only every 3 seconds. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. hes now at. 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. 3. 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. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. 00 hit. As a result, Picket Destroyers are a ship you. Sep 25, 2013 652 375. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Depends kinda on what for a fleet design you are aiming for and what you prefer. Don't stress about armor or shield tech. 0 / 0. 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. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. shields: 18. It requires you (or your opponents) to be using close range computers. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. 27 dps. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak is kinetic so better vs shields. There was also fairly vague statement to the effect that there were changes coming down the pipe such. Destroyers are more flexible compared to Corvettes. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. 25 day Cooldown as one M-slot SWM salvo. There was also fairly vague statement to the effect that. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Once you break through shields it's practically useless though. Now Flak: It deals avarage 6 damage per shot, reload in 0. #8. You know, that thing with only one real role, defending against missiles. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. As a bonus flak does low but existent damage. Ok so point defense weapon can shhot down missles. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. 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. True?Ok so point defense weapon can shhot down missles. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. "Why did you move the Flak Battery/Artillery to the "P" slot?" Because having Point Defense weaponry in normal slots caused all kinds of balance issues. Technically 14 pd does the same damage as flak. . Pretty sure flak is better. PD is better against non-moving targets than Flak. 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. With a wide variety of loadouts and options cruisers should be able to. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Autocannons will fare much better vs a corvette thanks to damage. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak vs. 30 Range is very low. They buffed torpedos amd missiles, so you gonna need more pd. 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. 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. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. 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. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Cruisers are good because the power spike over destroyers and corvettes is massive. 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 never use flak though, because strike craft also engaged each other, and idk if that's. The key now is a varied fleet. Technically PD guns -should- do this. 7. There's not really that much you need in terms of utility components. 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. And that’s a lot more labor-intensive with the new intel system. Hangar weapons nerf due to losing point defence capability. True?Stellaris > General Discussions > Topic Details. also remember lanchester's laws. 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. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. This is why the PD corvette required. You have to keep in mind the damage modifiers for the weapons. 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. Use PD, shield, and shield hardeners. Originally posted by OldEnt: Ships have evasion, starbases do not. Unless Autocannons are simply going to ignore the strike craft and target actual ships. 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. Destroyers counter corvettes. Special strike craft are unlocked with the following technology combos:Stellaris > Discussioni generali > Dettagli della discussione. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. ) either buffed or nerfed depending on use-case scenario. Defender of the Galaxy does nothing against awakened empires. 01. Which battleship build is better v. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. Anti-Armor specialty. . 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. but they don't. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. I'm suggesting that based on the numbers instead of "PD for missiles and Flak for strike craft" it should be "PD for missiles and Autocannons for strike craft". build ships. 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. They don't attack ships I think. See full list on gametaco. Galactic Paragons is available here. 5 day Cooldown. Don't bother with any other weapon type on them, they aren't worth it. 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. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. There was also fairly vague statement to the effect that. 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. Also a general balance to A ship slots, will change the amount given based on ship hull group. Missile Defense. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. . I’ve run a couple of fleet combat tests to see how 2. There are currently. There was also fairly vague statement to the effect that. . Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). but they don't. 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. 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). So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Add the +15 from sensors and 40% evasion is literally not doing anything against lategame PD. 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,. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. 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, I cut the dashers out entirely. It all by feel. It cannot cover entire fleet. Next to fire are the lasers in the L-Slots. 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. GW/SC/PD/Flak Wonk. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. Mono-cruiser fleets are totally viable. Damage 54-70. 8 "Gemini" update and the Galactic Paragons expansion. 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. 16 Badges. Stellaris: Early Game Fleet Combat Meta - PD Testing. 5) * (. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. I don't pay attention to the names of anything that isn't top tier. 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. However, the alloys would cost 0. 3 vs. A good foundation to fiddle with numbers and composition to suit your play styles. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Currently Flak is generally more useful than PD due to better tracking. 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. #4. Which is better depends on the target. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. Still learning combat and I thought I had decent missile defense. 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. vs. There's no in between. Stellaris has a rather cheap upgrade system, where its easy to switch designs. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. Apr 19, 2023. 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. . This is atop the fact they render all PD useless. 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. 16 Badges. 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. even when the fighters are out of range but the missiles arent the PD is kinda locked on the fighters and will happily watch you nuke a large. Missiles don’t have evasion but strike-craft do. Ah, got it. Command Cruiser Class. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. 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. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. PD is better against non-moving targets than Flak. Now updated to 3. Example for 160 fleet cap. 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. #10 < > Showing 1-10 of 10 comments . 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. First thing to fire are the missiles. e. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Let us begin. 8. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. Flak. 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. 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. I was wrong. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 0. Artillery/Carrier remains a powerful fleet design in 3. Much like Paradox’s own Crusader Kings 3. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Autocannons are still solid good on Corvs to fight other Corvs. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. . Currently you can also abuse the PD priority by having just a few carriers with fighters and a lot of missiles, enemy PD wont fire at your missiles as long as there are fighters/bombers on the field. Ships do not defend themselves with point defence, they shoot any missile. Against fallen empires I often go for an Arc emitter build. Towards the midgame you'll start leaning towards torps. Apr 29, 2019; Add bookmark #1 I’m not seeing real good explanations for the Disengagement mechanic for warships, either in threads here or on the Stellaris Wiki. But Flak's greater range and accuracy are still its main advantages over PD. There was also fairly vague statement to the effect that. . PD vs Flak Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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). • 9 mo. I've been using point defense on my corvettes and they catch most of the missiles. Introducing the final ship that must fight it out against destroyer spam, the cruiser. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 6 days, or 6. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. And besides that a Mix of Kinetic and Energy Artillery. 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 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. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. 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. 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. And they do. Strike craft with [M] and weapons and [PD]. 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. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 25 days to defeat them, with each kill reducing incoming. Ships with PD or Strike Craft provide better screening. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Thanks. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. 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. Note the 5 armor. In Stellaris there is only ship design and fleet management. 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. PD is energy so weak against shields. Practically pd takes energy rather than ammo and since it doesn’t require a factory it ends up being cheaper, it also has a much wider shooting arc. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. Flak [With fighters maybe?] and kinetic batteries. 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?. True? < 1 2 >. 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. Amoeba: 1-4 vs 50=12 shots at max damage. but they don't. Finally, don't despair. If you can get Crystal Hull tech this can help you build ships more for less. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. 5 seconds, the firing speed of pdd is 0. Frigates are an advanced version. Also some anti-corvette capabilities. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. 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. Point defense. 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. It would be wise to give an accurate description of which mods you play with to get opinions worth something. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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. Both have the same Accuracy. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. This is not that guide. Taht is why PD moved from Small to PD. 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. Flak deals less damage but has more tracking,. PD also travels instantly. Ideal for intercepting, escorting, and dogfighting. PD has -75% vs armor but is normal against everything else. Also if the design process going forward is streamlining things - the whole Flak-PD thing seems like a candidate for chopping down to one component that shoots missiles and strike craft. 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% against armor. 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. Use picket cruisers as the bulk of your navy. The fighters are worth it without that point defense. #1. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD is better (Marauder Missiles have 40 evasion, so still 10 evasion vs max tier PD) The balance point on Flak with Strike Craft (and similarly Point Defense with Guided Weapons) is in determining how many Flak attacks are going to go against an SC squadron at a time. There was also fairly vague statement to the effect that. Checking AI fleet comp, and build there are 2 possibilities. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. You probably know point defense weapons are best for missiles and flak weapons are best for strike craft, so keep in mind if you already have some hangers in your fleet you can probably skip the flak and focus on point defense. That being said, at 2200. That's how point defence works in Stellaris. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. • 10 mo. Pd does more damage but has no tracking. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. The fighters render missiles totally useless and unlike PD can damage craft. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Point Defense is optimal for missiles, Flak is optimal for fighter craft. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. If it only 2 cells it will be more logicalStellaris. 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. The fight is very "sharp". Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. With flak it about 25% effective. 649. It's even worse if multiple missiles are aiming for the same target. Flaks are good at targetting fighters, and I suppose smaller ships. Mesl •. 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. Reply. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 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. And that´s a good thing. 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 vs. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Star Wars space battles are World War 2 naval battles with a space re-skin.