stellaris flak vs pd. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. stellaris flak vs pd

 
Elite Rice Farmer Feb 13, 2017 @ 8:57pmstellaris flak vs pd  There was also fairly vague statement to the

Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Fighters would be far less powerful. So basically flak is just a. And they do. Strike Craft have far higher evasion stats than Missiles do. . As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 9 vs. Get plasma weapons or tachyon lances - the latter of which being the best weapon in the game without even needing armour penetration. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Flak is kinetic so better vs shields. hes now at. Add a pinch of Titan to taste. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. 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. 6 damage per day. 129. PD and Flak rates as some of the best damage and yet they are some of the worst. Stellaris: Early Game Fleet Combat Meta - PD Testing. 16 Badges. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. It has nothing to do with Flak being moved to PD. the firing speed of flak is ~2. Missile Defense. Strike craft with [M] and weapons and [PD]. Ah, got it. Yeah they dont fly faster they just shorten the reload time so. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. There was also fairly vague statement to the effect that. In Stellaris there is only ship design and fleet management. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Armor buffed, shields slight nerf, specialty weapons (plasma, disruptor, etc. Which battleship build is better v. And PD does more DPD (2-6 vs 2-8). However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. 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. 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. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. I’ve run a couple of fleet combat tests to see how 2. Lets spawn the Scourge and Unbidden at the same time and see what happens. . stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. 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. Another option is strike craft especially after all those buffs. Just luke before. 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. Stellaris' recent 3. 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. Also a general balance to A ship slots, will change the amount given based on ship hull group. Cruisers, fit for PD and Hangar, with either a fighter or bomber. also remember lanchester's laws. 6. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. while the destroyers or corvettes behind provide PD and dodge support. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. armor: 2. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. 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. build ships. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. But much faster and able to evade flak/pd better. 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. More range and damage than the dedicated point defense beams, and they still track well enough. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. PD simply cant keep up in a target rich environment unless they are stacking PD, and in that case they are neglecting other weapons to do so. 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. Originally posted by OldEnt: Ships have evasion, starbases do not. Due to current balance & PD ability to shot enemy ships - kinetic PD is much better in early corvettes game (flak + 2lasers using flaks as anti-shield weapon). You know, that thing with only one real role, defending against missiles. This seems to line up to Missile defense. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). 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. and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they field. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD also travels instantly. There have been no cost adjustments. Towards the midgame you'll start leaning towards torps. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. 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. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. You might as well also have the flak/PD. PD is better against non-moving targets than Flak. The only point of carriers is to add lag to the game, other than that, no point. There was also fairly vague statement to the effect that. Once you break through shields it's practically useless though. 8 seconds later. But this gives me an idea. 3. 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. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. armor: 3. 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. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. lancefighter • 5 yr. I sometimes dipped in hangars, too. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. but they don't. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. You have to keep in mind the damage modifiers for the weapons. In small fights (one mother, 3 amoeba vs corvettes: 3 pd + 3 missiles), I usually only get one strike craft kill if at all so they appear poor, however I seem not to loose corvettes even though my dps vs the actual main Amoeba should be lower. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. One thing to keep in mind about flak is that it is heavily research gated. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. PD would still be better for missiles because of the lower cooldown and the fact that auto. 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. All corvettes. 5 seconds, the firing speed of pdd is 0. Reply. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. There was also fairly vague statement to the effect that there were changes coming down the pipe such. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. As a fleet 3. 16 Badges. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Ah, didn't know it was just completely negated by any PD at all. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. . PD has -75% vs armor but is normal against everything else. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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. May 10, 2022; Add bookmark #17 Tamwin5 said: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. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. As to ship builds, here i have to agree, it. 5 seconds, the firing speed of pdd is 0. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. They buffed torpedos amd missiles, so you gonna need more pd. Still learning combat and I thought I had decent missile defense. With a wide variety of loadouts and options cruisers should be able to. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. GW/SC/PD/Flak Wonk. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 0 vs. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Point Defenses have fewer tiers. Once you break through shields it's practically useless though. 8. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. My 210k fleet vs their 135k. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. Stellaris has a rather cheap upgrade system, where its easy to switch designs. I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I went file diving. . the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. I believe attack speed makes you fire them more frequently, so not specifically any better vs PD unless you got it to such an extreme level that it fires constantly, but it does make you attack more often and thus do more damage. Added a Robot Assembly Complex building that gives 2 roboticist jobs. But it cost minor artifacts. 8 seconds. Ok so point defense weapon can shhot down missles. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. #1. That seems off. 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. This is not that guide. 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). 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. 8 "Gemini" update and the Galactic Paragons expansion. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Both have the same Accuracy. In Stellaris there are very rarely reasons to continue fighting a losing battle. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Missile strike craft. 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. Your math on the driller drones works in a vacuum, but in practice, against a fleet of comparable size, they're going to be getting spawnkilled by T3 Strike Craft. 16 Badges. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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). Damage 54-70. 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. If you get cruisers before an enemy, you get a free war. 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. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. Flak. Apr 16, 2021; Add bookmark #9. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Furthermore most large weapons gained minimum range. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. In fact; the best Corvettes early game (by a decent margin) wield flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak. Flak Battery: tech_flak_batteries_1: Flak Cannons:. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Their weapons focus on armor damage (lots of plasma weapons) so you should stack some more shields and since they also use focused arc emitters you. Yeah, I cut the dashers out entirely. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. None of the Vulcans or the 2 Flak versions are wasted. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). The basic meta is evasion missile corvettes > heavy ships > carriers > missile 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. It requires you (or your opponents) to be using close range computers. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Best. 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. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. 47 DPD. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. Ah, got it. ago. PD has -75% vs armor but is normal against everything else. Missiles are somewhat better against point defense, by dint. Defender of the Galaxy does nothing against awakened empires. This is the same reason that prethoryn swarm strikers are so resistant to PD. Stellaris. GW/SC/PD/Flak Wonk. Point defense. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. (Also convenient when you're sending small squadrons to scoop up. Stellaris Real-time strategy Strategy video game Gaming comments. 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. Mesl •. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. With flak it about 25% effective. Per page: 15 30 50. . D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. Shields damage, on top of being useful versus Strike Craft, sounds like a totally warped situation. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиPosted by u/[Deleted Account] - 2 votes and 5 comments13x PD-Laser (Flak, Laser, Laser) 7x PD-Kinetic (PD, Kinetic, Kinetic) Because what I failed to realize first time around is that the PD/Flak is also an anti-ship weapon whenever it's not being used as a PD weapon, and that early in the game, it's actually more effective than the actual weapons. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. Point Defense is optimal for missiles, Flak is optimal for fighter craft. As a result, Picket Destroyers are a ship you. 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. 16 Badges. Don't stress about armor or shield tech. . There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. All Stellaris needs is more tech, and more importantly, more exclusive techs. Basically autocannons are one of best early weapons and one of biggest trap in endgame. 01. Welcome to the Stellaris Tech Id Full List, where we will provide you the full list of ids you can use in console commands, cheats and mods. 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. 96 shots/day or 3. It would be wise to give an accurate description of which mods you play with to get opinions worth something. However, the alloys would cost 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). 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". . , non-Missiles), having Flak with the same Range as a Mass Driver, better base damage (worst at Tier-0 but still present at T4), and better vs. So 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. Fallen empires uses tons of both. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. So one weapon we can scratch from the list. 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. They work better than a 1/1 split imoThrow in Point Defense and Flak for an extra burn as you watch your firepower go from 100% to 0, whereas kinectics and lasers will have damage reduction (lasers vs shields, kinectics vs evasion). - Damage. + the big hole cause by flak gun is horrible. This is the same reason that prethoryn swarm strikers are so resistant to PD. That's how point defence works in Stellaris. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. In summary point defense will not target missiles if strike craft exist, no matter which one is in range or out of range. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. . " 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. 30 Range is very low. 66 comments. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak: 1-3 vs 35=11 shots at max damage, one of 2. Go to Stellaris r/Stellaris. 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. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. 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. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. 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. You might as well also have the flak/PD. This why we calculate eDps and run tests. PD is good for targetting missiles. Only difference is damage (1-3/1-4. . Point Defense is optimal for missiles, Flak is optimal for fighter craft. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. But slower, less evasive and deploy slower. Ok so point defense weapon can shhot down missles. I've been using point defense on my corvettes and they catch most of the missiles. -75% against armor. 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. Autocannons are still solid good on Corvs to fight other Corvs. 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. GW/SC/PD/Flak Wonk. and they do it quite well. If you consolidate the 3. 0 / 0. So it's looking to me like unless my. 375. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 5) * (. Also: - there is tier 4 laser PD. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. 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. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. 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. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. GW/SC/PD/Flak Wonk. so just to put this out there for the Flak vs PD in 2023. 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. Long answer: They’re both good if used well. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. GW/SC/PD/Flak Wonk. 0. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. . Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. 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. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. I did the math and I have a chart if you'd like for me to DM it to you. 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. Tactical lasers with IPDAI are also pretty great for point defense. Ideal for intercepting, escorting, and dogfighting. Star Wars space battles are World War 2 naval battles with a space re-skin. PD has 0. The flak kills the craft faster thus getting around to missiles sooner. 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. It all by feel. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. Compare with Marauders : +25% hull damage, 20 dps. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. . 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. . Ok so point defense weapon can shhot down missles. 3 on the horizon, for single-player. They also have an extra 5% evasion. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. 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. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. Can't remember the numbers but I remember someone on reddit did the math back when 2. True?The late game threats - Fallen Empires, Prethoryn, Unbidden, etc. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. 16 Badges. Are extremely powerful vs AI. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. PD has 25% more max damage (but the same min damage) vs Flack - at. 1. ) either buffed or nerfed depending on use-case scenario. Command Cruiser Class. Flak guns apparently shoot down strike craft, which I could care less about since they are useless.