but they don't. Added a Robot Assembly Complex building that gives 2 roboticist jobs. You have to keep in mind the damage modifiers for the weapons. Carriers are situational. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Checking AI fleet comp, and build there are 2 possibilities. 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. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. If you consolidate the 3. See full list on gametaco. Add a pinch of Titan to taste. The fight is very "sharp". 11. The discussion about PD vs. 8 seconds later. However, the alloys would cost 0. 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). There are currently two different. #10 < > Showing 1-10 of 10 comments . That is why we got XL and T slots added in the 1. True?How to Beat the Scavenger Bot in Stellaris. But slower, less evasive and deploy slower. 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 tracking less than Flack at all 3 tiers. ago. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. shields: 6. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. but they don't. Next to fire are the lasers in the L-Slots. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 5) * (. Flak Batteries are used to fend off Strike Crafts. . Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. So, the PD does neglible damage at low hit chance more than once a second. 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". Flak + Missiles beat PD + Missiles and pure Missile Corvettes. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. SuperluminalSquid Technological Ascendancy • 3 mo. So once you get flak artillery do you use flak exclusively or do you run with a mix of the PD series weapons and flak?Fleet B: Corvettes are now split between missile boats with Antimatter warheads and standard interceptors. PD is better against non-moving targets than Flak. 0 Railgun (50 range, 50 tracking) vs. -75% against armor. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. - Damage. 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 it only 2 cells it will be more logicalStellaris. Much like Paradox’s own Crusader Kings 3. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Computer/Position: Rear Support. . So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. I typically pair Corvettes with Destroyers to mow down practically any. Also: - there is tier 4 laser PD. PD is good for targetting missiles. but it used to be that pd was for missiles and flak was for strike craft. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Taht is why PD moved from Small to PD. 3. 6 damage per day. Maybe this is why I have had better experiences with flak than guardians. 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. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. ago. This seems to line up to Missile defense (Point-defense) as well. It requires you (or your opponents) to be using close range computers. Very n00b-unfriendly. 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. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. These deal -50% damage to shields, so they are highly ineffective. Ok so point defense weapon can shhot down missles. 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. And besides that a Mix of Kinetic and Energy Artillery. 8 seconds later. 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. 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). Focus on getting combat computer tech and use swarm. Example for 160 fleet cap. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. This is atop the fact they render all PD useless. Originally posted by OldEnt: Ships have evasion, starbases do not. 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. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. PD also travels instantly. PD is better against non-moving targets than Flak. Then battleships do the same thing again. 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. 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. Strike craft with [M] and weapons and [PD]. None of the Vulcans or the 2 Flak versions are wasted. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 1-3 vs 45=15 shots at max damage. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. Assuming late/end game tech: If you're facing PD targets with high evasion (strike craft) Flak mounted on line AI ships (for RoF buff) has the highest effective DPS. Basic answer is - battleships with pure long ranged weapons. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Moongduri • 10 mo. Best. The only way around that is to screen them with Swarmer missiles, but this strategy is only really worth it for full missile fleets (and is the only way they can compete at all with PD/Flak) Energy Torpedoes can't be shot down and are useful for everybody as a. . The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. Flak [With fighters maybe?] and kinetic batteries. a L version wiht way longer range could help alleviate the problem, plus they dont have damages. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. 16 Badges. Cruisers, fit for PD and Hangar, with either a fighter or bomber. 64 energy credits per month. GW/SC/PD/Flak Wonk. Stellaris Real-time strategy Strategy video game Gaming. This is baby's first try at baby's first ship builds. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. 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. 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. 7. 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). and they do it quite well. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. 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. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 01 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. Flak. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Reply. but they don't. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. The 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. 47 DPD. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). The only time when PD is has enough tracking to be effective against Strike Craft is with. Also PD on battleships is horrible in general, because they are too slow to cover the fast advance of your corvette and destroyer forces. 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. kineticdreamss •• Edited. Because PD is basically a small slot, using ~2 small slots to negate ~1 medium slot is cost effective (though not as obviously good as 1. . I’ve run a couple of fleet combat tests to see how 2. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). build 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Once you accept this, all your problems go away. Shinzor Mar 28, 2018 @ 11:32pm. Or if you unlock them even mid war it can turn the tides. First thing to fire are the missiles. 9 for THE META. For example, you could equip destroyers with S and M weapons along with PD with the gunship + picket section combo with the tracking AI if you are figthing a mono missile corvette fleet and have the ability to switch it up by getting L weapons if you are fighting anything bigger than a. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. That being said, at 2200. 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. I've been using point defense on my corvettes and they catch most of the missiles. #8. And honestly, after you unlock flak, those P slots are just wasted and useless anyway, because flak is a much better mid-late PD variant that doesn't require you to use PD sections and compromise offensive power. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. 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. Also some anti-corvette capabilities. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. For those unaware, the "~" command will bring up the console. This why we calculate eDps and run tests. 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. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. There was also fairly vague statement to the effect that. r/Stellaris. shields: 18. Torpedo assault carrier is the most balanced ship design. 8 (3. The. 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. Technically 14 pd does the same damage as flak. Corvettes are always useful for guided weapons. 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. Best. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. Still learning combat and I thought I had decent missile defense. Frigates are an advanced version. PD and Flak rates as some of the best damage and yet they are some of the worst. Ok so point defense weapon can shhot down missles. There's no in between. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. 0 vs. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). My understanding matches yours. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. There was also fairly vague statement to the effect that. . Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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?. • 10 mo. The main difference is tracking. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). The Flak does quite a big chunk and at longer range but only every 3 seconds. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 96 shots/day or 3. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. flak is supposed to prioritize strikecraft and PD prioritizes missiles. The PD beams are instantaneous, not like kinetics with their flight time. . Hangar weapons nerf due to losing point defence capability. Flak vs. There was also fairly vague statement to the effect that. The fighters are worth it without that point defense. . Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. All other stats pretty much identical across all 3 weapon tiers for PD/Flack Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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). 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. It cannot cover entire fleet. 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. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. spudwalt • 21 days ago. Scout Wing is now a primitive sort of flak SC. Both have 0. 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. It's very effective. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. 1. But Flak's greater range and accuracy are still its main advantages over PD. 12. Additionally it's not a good idea to mix flak and point defense on the same ship design. 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. 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. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. My main issue is that flak needs people during combat, point defense does not (if charged) - so I would suggest to either make PD use one person vs. GW/SC/PD/Flak Wonk. 5 seconds, the firing speed of pdd is 0. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. Pretty sure flak is better. 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. The flak is superior to point defense early because of the tracking bonus. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Which battleship build is better v. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. PyroMancer Oct 30, 2022 @ 3:08pm. " 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. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. 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. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Both have 0. They don't attack ships I think. Stellaris Real-time strategy Strategy video game Gaming comments. Also: - there is tier 4 laser PD. I used to use flak guns but they are truly useless. Flak has better tracking; PD has better damage. 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. 375. 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 and point defense are pretty much the same. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Yeah, I cut the dashers out entirely. This corresponds to the targets they're meant to engage: Missiles have pretty low evasion, so both PD & Flak will engage at their base accuracy which is ~5-10% higher for PD - thus it does better. Use PD, shield, and shield hardeners. Mono-cruiser fleets are totally viable. Destroyers counter corvettes. With 7xw pd I will say it prevented 40% nuke and emp hits. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. 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. Meewec Jan 5, 2020 @ 12:05am. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. There was also fairly vague statement to the effect that. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Now updated to 3. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. Strike craft have 80% evasion and marauder missiles have 40% so Flak with its tracking is much better vs them than PD. That seems off. 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. Here are the release notes for the update, which will be going live later today IS NOW LIVE. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 5 seconds, the firing speed of pdd is 0. 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. But it require to kill Scavenger Bot. and yet Strike Craft are considered mediocre to Energy and Kinetic weapons If anything I would argue for making Flak more of a side grade, by: On 1 vs 1 situation PD is clearly superior then flak. vs. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. Use PD, shield, and shield hardeners. All point defence is point defence for the entire fleet, because point defence doesn't care what the target of the missile is and fleets cluster enough that every point defence gun can fire at any incoming missile. but they don't. I can't imagine that's changed that much. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. 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,. Ok so point defense weapon can shhot down missles. 5 game (observe mode). 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. There was also fairly vague statement to the effect that. 75 - (60 - 50)) = 2. 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. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. True? < 1 2 >. But it cost minor artifacts. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. 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. They buffed torpedos amd missiles, so you gonna need more pd. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 3 Flak guns to take out a size4 Hangar). 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. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base. Go to Stellaris r/Stellaris. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 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. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. 8. If you get cruisers before an enemy, you get a free war. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. 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. Stellaris > General Discussions > Topic Details. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. 0, so I'm not familiar anymore. Has anyone had an AI using Interceptors or Missile Boats early on? Or is it only on Captain and below? Maybe its better in higher difficulties? This makes early. , 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. This is so effective that ~40k fleets 1:2 destro/cruiser. Introducing the final ship that must fight it out against destroyer spam, the cruiser. In practice I believe Flak is superior to Guardian. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. GW/SC/PD/Flak Wonk. 129. Galactic Paragons is available here. Excellent work confirming that pd is bugged. Flak Battery has 2. Point defense. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. Are extremely powerful vs AI. Artillery/Carrier remains a powerful fleet design in 3. You might as well also have the flak/PD. list of current FE designs - fresh from a new 1. 9 vs. PD starts with 10 Tracking and ends with 30. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. Flak is kinetic so better vs shields. [deleted] •. And PD does more DPD (2-6 vs 2-8). One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. As a bonus flak does low but existent damage. 0 vs. In Stellaris there are very rarely reasons to continue fighting a losing battle. 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. In fact; the best Corvettes early game (by a decent margin) wield flak. hes now at. Flak vs Point defense Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. This seems to line up to Missile defense (Point-defense) as well. 27 dps. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). But if your enemy is bringing enough point-defense to shoot down a great part of your missiles, your damage output is still significantly reduced. Long answer: They’re both good if used well.