Galactic Paragons is available here. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. The. The basic meta is evasion missile corvettes > heavy ships > carriers > missile corvettes. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. 17 needs to be 2 or 3. Ship fire rate and range are still important, I think. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Missiles start with 0 Evasion and end with 40. but it used to be that pd was for missiles and flak was for strike craft. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. The fight is very "sharp". 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. . Moongduri • 10 mo. I do like. Another option is strike craft especially after all those buffs. . 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. 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. Point defense. 16 Badges. There are currently two different. #1. . 25 day Cooldown as one M-slot SWM salvo. 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. 3 vs. Shinzor Mar 28, 2018 @ 11:32pm. 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. 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. Stellaris' recent 3. Flak Battery: tech_flak_batteries_1: Flak Cannons:. If an enemy ship has 1000 shields you have to do 4000 plasma damage destroy it. I don't pay attention to the names of anything that isn't top tier. This is unlocked by a new Robotic Assembly Systems technology. 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. All Stellaris needs is more tech, and more importantly, more exclusive techs. 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. So one weapon we can scratch from the list. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. Ok so point defense weapon can shhot down missles. while the destroyers or corvettes behind provide PD and dodge support. This is the same reason that prethoryn swarm strikers are so resistant to PD. 5 game (observe mode). kineticdreamss •• Edited. There was also fairly vague statement to the effect that there were changes coming down the pipe such. Once you pass a certain point in game, your tech will allow you to build. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. spudwalt • 21 days ago. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. ago. Swapping the Flak from above for PD changed the losses to an average. Interesting video. flak is supposed to prioritize strikecraft and PD prioritizes 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. Ok so point defense weapon can shhot down missles. ago. With a fleet fitted like this in proper numbers (I went with 20 arty. 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. More like Flak has a higher chance to hit evasion capped corvettes (90% evasion) than Medium Plasma (over twice the hit rate) Maximum rank Medium Gauss (Marginally under twice the hit rate) and even Medium Autocannons (10 more chance to hit, autocannons were the only weapon that outDPS'd flak vs corvettes). I actually tend to go really overboard with point defense, because early game PD actually rivals low tier. Point defense. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. True?Stellaris > General Discussions > Topic Details. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. Autocannons will fare much better vs a corvette thanks to damage. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Don't stress about armor or shield tech. Use PD, shield, and shield hardeners. 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. That was really cool. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD have 4 major drawback : - Range. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Added a Robot Assembly Complex building that gives 2 roboticist jobs. 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. Autocannons are still solid good on Corvs to fight other Corvs. Flak [With fighters maybe?] and kinetic batteries. 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. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. flak is supposed to prioritize strikecraft and PD prioritizes missiles. and they do it quite well. 5) * (. If you can get Crystal Hull tech this can help you build ships more for less. " 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. Missiles don’t have evasion but strike-craft do. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. As a result, Picket Destroyers are a ship you. The X slot Arc Emitters are great for attacking the relatively weak hulls of the FE ships while your Carriers and PD can neutralize a lot of the FE firepower. 0. Space Superiority Fighters. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. The flak kills the craft faster thus getting around to missiles sooner. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). 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. The main difference is tracking. 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. That is why Flak moved from Medium to PD. Cruisers, fit for PD and Hangar, with either a fighter or bomber. Mono-cruiser fleets are totally viable. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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. . 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. Flak. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. But much faster and able to evade flak/pd better. 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?. 0 vs. 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. Both energy and kinetic point defence target all the same targets (torpedos, strikecraft and missiles). It seems that PD destroyers are completely useless. The damage difference is minimal between that and three small weapons, and running all missiles can be superior but again if the AI runs heavy PD you're gonna. Stellaris Real-time strategy Strategy video game Gaming comments. Both have 0. 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. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. #1. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. #10 < > Showing 1-10 of 10 comments . 13th has to be 2 or above. I typically pair Corvettes with Destroyers to mow down practically any. (Also convenient when you're sending small squadrons to scoop up. With tier 5 armor you can get to 90% armor easy. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. My 210k fleet vs their 135k. 01. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. 6 average DPD (damage per day) and PD does 1. My understanding matches yours. I went file diving. . Ok so point defense weapon can shhot down missles. A single Scout Wing has 30 hull, so it takes 30 / 2. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. [deleted] •. This seems to line up to Missile defense (Point-defense) as well. While PD/Flak are improved now, they are very much "all or nothing". PD is good for targetting missiles. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. Once you accept this, all your problems go away. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 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,. -75% against armor. Kinectics and Lasers hit instantly as soon as they are fired. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. 5 days. Added a Robot Assembly Complex building that gives 2 roboticist jobs. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Originally posted by OldEnt: Ships have evasion, starbases do not. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. But Flak's greater range and accuracy are still its main advantages over PD. In Stellaris there are very rarely reasons to continue fighting a losing battle. 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. If it's only missile targets then stick to the lasers as their tracking is good enough for those and the higher base damage makes them better. 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. 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. Ok so point defense weapon can shhot down missles. 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. Can't remember the numbers but I remember someone on reddit did the math back when 2. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. This is why the PD corvette required. The flak is superior to point defense early because of the tracking bonus. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Chad_is_admirable • 2 yr. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. On battleships, late in the game. True?Ok so point defense weapon can shhot down missles. 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. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. One thing to keep in mind about flak is that it is heavily research gated. 64 energy credits per month. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. By the time I research energy siphons there are far better weapons available to strip shields away, and the damage is very low. r/Stellaris. 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. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. Flaks are good at targetting fighters, and I suppose smaller ships. PyroMancer Oct 30, 2022 @ 3:08pm. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Flak should not be conducted without acknowledging the rest of weapons "balance" / 'meta" Strike Craft is the superior version of Point Defense/ Flak and Missiles. 1. 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. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. 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. . shields: 6. I just built a couple of sets of destroyers, one. Note the 5 armor. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. The discussion about PD vs. 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. There was also fairly vague statement to the effect that. 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. . . Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. If the target's evasion is 20 more than the EPD's. Missiles, disruptors, and normal weapons alike. That being said, at 2200. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Note the 5 armor. Basically autocannons are one of best early weapons and one of biggest trap in endgame. True?How to Beat the Scavenger Bot in Stellaris. 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. #8. 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. 25 days to defeat them, with each kill reducing incoming. It has nothing to do with Flak being moved to PD. and they do it quite well. 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. Also, part of the big problem is overkill. 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. 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. PD has -75% vs armor but is normal against everything else. and they do it quite well. This why we calculate eDps and run tests. 649. 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. That's the difference. 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. 3. lancefighter • 5 yr. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. no it says barrier, never seen it before 2. Corvettes are always useful for guided weapons. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. hull: 15. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Apr 16, 2021; Add bookmark #9. 8 seconds later. Autocannons will fare much better vs a corvette thanks to damage. It requires you (or your opponents) to be using close range computers. True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Sillez_zockt. 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. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 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. 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. hes now at. 2. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. It's even worse if multiple missiles are aiming for the same target. Also a general balance to A ship slots, will change the amount given based on ship hull group. 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. 3. I can't imagine that's changed that much. ago. So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. That seems off. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. . Driven Assimilators can now assimilate other machines after taking Synthetic traditions. Pd does more damage but has no tracking. 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). 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. I would argue that Machine Guns are a waste, but then they're more of a "crossover" between barely-usable PD and close-range shield killer. Technically 14 pd does the same damage as flak. Furthermore most large weapons gained minimum range. Yeah they dont fly faster they just shorten the reload time so. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. In fact; the best Corvettes early game (by a decent margin) wield flak. So, the PD does neglible damage at low hit chance more than once a second. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Depends kinda on what for a fleet design you are aiming for and what you prefer. + the big hole cause by flak gun is horrible. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. It only works against the crisis (Contingency, Unbidden, or Scourge). PD is slightly harder hitting, Flak can reach a higher Tracking. Flak Battery has 2. First thing to fire are the missiles. Destroyers counter 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. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. 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. Pretty sure flak is better. -75% against armor. Flak is useful against close range strike craft. 129. Pretty sure flak is better. Currently Flak is generally more useful than PD due to better tracking. With 7xw pd I will say it prevented 40% nuke and emp hits. Sep 25, 2013 651 375. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. So, the PD does neglible damage at low hit chance more than once a second. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. 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. 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. 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. PD is energy so weak against shields. But it require to kill Scavenger Bot. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing. Stellaris has a rather cheap upgrade system, where its easy to switch designs. I've been using point defense on my corvettes and they catch most of the missiles. Finally, don't despair. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. - there is tier 4 kinetic PD. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Apr 19, 2023. 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. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. vs. This seems to line up to Missile defense (Point-defense) as well. The only point of carriers is to add lag to the game, other than that, no point. These deal -50% damage to shields, so they are highly ineffective. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Basic answer is - battleships with pure long ranged weapons. Long answer: They’re both good if used well. 3 rework. Both have the same Accuracy. Use picket cruisers as the bulk of your navy. 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. There was also fairly vague statement to the effect that. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 6 damage per day. You either have "enough Point Defense/Flak Cannons", or "Not Enough". . Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot garbage). 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. 48 per 0. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. If you get cruisers before an enemy, you get a free war. Just swap the artillery core for the carrier core and leave everything else the same. Focus on getting combat computer tech and use swarm. 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. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. 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. Also some anti-corvette capabilities. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. After gaining flak batteries any other form of PD becomes obsolete. #1. "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. 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. When deciding between energy PD (EPD) or kinetic PD (KPD), you're mainly looking at the target's evasion. These deal -50% damage to shields, so they are highly ineffective. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. And they do.