Stellaris flak vs pd. Apr 16, 2021; Add bookmark #9. Stellaris flak vs pd

 
 Apr 16, 2021; Add bookmark #9Stellaris flak vs pd  This is the same reason that prethoryn swarm strikers are so resistant to PD

. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. This is so effective that ~40k fleets 1:2 destro/cruiser. . None of the Vulcans or the 2 Flak versions are wasted. I don't fully understand it either, and that's after 150 hours of play. Point defense. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. 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. True?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. PD starts with 10 Tracking and ends with 30. 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. Depends kinda on what for a fleet design you are aiming for and what you prefer. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. As a bonus flak does low but existent damage. The only time when PD is has enough tracking to be effective against Strike Craft is with. 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. 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. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Point Defenses have fewer tiers. It's been seven years since Stellaris released, and with this anniversary and three hundredth dev diary, I'm happy to bring you the Stellaris 3. This seems to line up to Missile defense (Point-defense) as well. Of course there are also anecdotal descriptions of people countering the current meta of pure battleships. In lategame when AI got all weapons on peak level will just smash the stuff together randomly. True?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. and 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Command Cruiser Class. 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. There was also fairly vague statement to the effect that. They buffed torpedos amd missiles, so you gonna need more pd. Only difference is damage (1-3/1-4. while the destroyers or corvettes behind provide PD and dodge support. This is atop the fact they render all PD useless. The key now is a varied fleet. 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. Outside of combat, strike craft regenerate at the rate displayed. GW/SC/PD/Flak Wonk. In Stellaris there is only ship design and fleet management. 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. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. so just to put this out there for the Flak vs PD in 2023. If you put two flak cannons on a destroyer or cruiser, or one fighter hanger on a cruiser, under normal circumstances you can easily negate two large missle launchers. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 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. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). and they do it quite well. Frigates are an advanced version. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Tactical lasers with IPDAI are also pretty great for point defense. Flak vs. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. For example 15k made heavy use of missiles while 17k had no PD, or 15k had lots of fighters and bombers and 17k had little to no flak cannons. . 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. 8. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. shields: 6. It's very effective. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 48 per 0. True?Ok so point defense weapon can shhot down missles. Stellaris Real-time strategy Strategy video game Gaming comments. I do like. 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. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). So, the PD does neglible damage at low hit chance more than once a second. Missiles start with 0 Evasion and end with 40. Don't bother with any other weapon type on them, they aren't worth it. Flak: 1-3 vs 35=11 shots at max damage, one of 2. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. In Stellaris there are very rarely reasons to continue fighting a losing battle. And they do. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. These deal -50% damage to shields, so they are highly ineffective. Example for 160 fleet cap. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Generally, missiles are hard-countered by point-defense (and strike craft). 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Thats 95% of everything there is to know about it. Note that Attack Moons are part of a mod (specifically Gigastructures). In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. All corvettes. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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. This is unlocked by a new Robotic Assembly Systems. Amoeba: 1-4 vs 50=12 shots at max damage. but they don't. I used to use flak guns but they are truly useless. Missiles don’t have evasion but strike-craft do. Let us begin. armor: 2. 66 comments. That was really cool. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 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. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. 30 Range is very low. Can't remember the numbers but I remember someone on reddit did the math back when 2. also remember lanchester's laws. ago. There was also fairly vague statement to the. Point defense. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. 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. Kinectics and Lasers hit instantly as soon as they are fired. 30 Range is very low. 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. There are currently two different. - Damage. Technically 14 pd does the same damage as flak. Excellent work confirming that pd is bugged. 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. Flak and Point Defense do the same damage and are equally decent for general damage. In practice I believe Flak is superior to Guardian. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. 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 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. 5 day Cooldown. Technically 14 pd does the same damage as flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 48 per 0. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. 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. They can protect your battleship fleet from torpedo corvettes. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Pd vs Flak : r/Stellaris • by Delldax Pd vs Flak I’m looking for confirmation of the difference between pd and flak. Chad_is_admirable • 2 yr. Flak is useful against close range strike craft. The bigger your fleet, the better each ship is protected. Ships with PD or Strike Craft provide better screening. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Also a general balance to A ship slots, will change the amount given based on ship hull group. Picket bow is garbage unless you're building ships with no goal other than "maximize PD per fleet capacity", but picket stern is only a very slight decrease in expect DPS vs. Don't stress about armor or shield tech. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. The results of each action are based around. 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 is tier 4 kinetic PD. 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. They also have an extra 5% evasion. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. Flak is kinetic so better vs shields. 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. 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. Unfortunately due to the fact that evasion is capped at 90% and you get a bunch of flat tracking bonuses (most notably sensors giving +15) even a max evasion corvette tends to just get destroyed. There's no in between. Galactic Paragons is available here. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. Compare with Marauders : +25% hull damage, 20 dps. 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. Apr 29, 2019; Add bookmark #1 I’m not seeing real good explanations for the Disengagement mechanic for warships, either in threads here or on the Stellaris Wiki. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 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. 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. Stellaris: Early Game Fleet Combat Meta - PD Testing. The fighters are worth it without that point defense. Flak and Point don't really have a difference except for the fact that Flak does a bit more 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. Mono-cruiser fleets are totally viable. They have a fleet with about 90 of them and a single battleship, combined power of about 150k. So one weapon we can scratch from the list. 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. 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. 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. The counter for 0 tracking weapons (like the neutron launcher) should be evasive ships. Furthermore most large weapons gained minimum range. • 10 mo. [deleted] •. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. 0 Railgun (50 range, 50 tracking) vs. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Stellaris, Paradox ’s science fiction grand strategy game, is big. They also have an extra 5% evasion. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. There was also fairly vague statement to the effect that. PD has -75% vs armor but is normal against everything else. This allows you to bring up cheats like max_resources, instant_build,. The flak kills the craft faster thus getting around to missiles sooner. ago. Additionally it's not a good idea to mix flak and point defense on the same ship design. literally the only statistical difference between flack and PD is that. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. An average upkeep cost for a Stellaris destroyer with a flak battery, 3 small shields, 3 small Nano-composite armor, and 4 small mass drivers would cost 1. 25 day Cooldown as one M-slot SWM salvo. The discussion about PD vs. PD and Flak rates as some of the best damage and yet they are some of the worst. PD has 0. Thanks. There was also fairly vague statement to the effect that. . and they do it quite well. . 375. 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. Also, part of the big problem is overkill. The fighters render missiles totally useless and unlike PD can damage craft. 75 - (60 - 50)) = 2. the firing speed of flak is ~2. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. 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. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. I sometimes dipped in hangars, too. Also if the design process going forward is streamlining things - the whole Flak-PD thing seems like a candidate for chopping down to one component that shoots missiles and strike craft. Ship fire rate and range are still important, I think. The fight is very "sharp". 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. #1. 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. Note the 5 armor. 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. Checking AI fleet comp, and build there are 2 possibilities. The PD beams are instantaneous, not like kinetics with their flight time. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Moongduri • 10 mo. Ah, got it. 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). Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. but they don't. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. ago. It's telling how bad some parts of this system are thought out that dedicated anti-missile flak doesn't even enter the discussion, and instead the first thought is to. I won with 35k left. I just built a couple of sets of destroyers, one. . 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. While PD/Flak are improved now, they are very much "all or nothing". 7. Focus on getting combat computer tech and use swarm. First thing to fire are the missiles. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. SuperluminalSquid Technological Ascendancy • 3 mo. True?Stellaris > General Discussions > Topic Details. But this gives me an idea. Shinzor Mar 28, 2018 @ 11:32pm. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. 8. Reply. The main difference is tracking. 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. Add a pinch of Titan to taste. All strike craft go in a special hangar slot. e. Ok so point defense weapon can shhot down missles. You either have "enough Point Defense/Flak Cannons", or "Not Enough". With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. the kind of opposition we are expecting. 8 seconds. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. As a result, Picket Destroyers are a ship you. I've been testing the effectiveness of different weapons and ship types for 1. Point defense. " 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. PD is energy so weak against shields. 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). 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). 8 seconds later. 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. The earliest you can use Strike Craft offensively is with Cruisers, which gives cruisers a. 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. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. This seems to line up to Missile defense. Then battleships do the same thing again. Point Defense is optimal for missiles, Flak is optimal for fighter craft. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. kineticdreamss •• Edited. You can use PD slots that come with the ship modules you actually want, but don’t bother building ships just for PD. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. I have 50 destroyers fitted with flak turrets and that is my fleet’s. Flak is kinetic so better vs shields. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. There have been no cost adjustments. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Stellaris' recent 3. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Therefore, when creating your Stellaris destroyer, you should consider the case if it is worth it. Destroyers are the same as Fleet A. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). . There was also fairly vague statement to the effect that. 16 Badges. 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. have rather significant amounts of PD, making missile based weaponry significantly less effective. #1. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. The main difference is tracking. Sep 25, 2013 654 375. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Lets spawn the Scourge and Unbidden at the same time and see what happens. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Fighter: Fighter will fight enemies fighters, bombers, and strikecrafts, they will also tend to cover friendly bombers from enemy fighters, And yes, they can also be shot down by P. Technically PD guns -should- do this. and they do it quite well. Long answer: They’re both good if used well. Also some anti-corvette capabilities. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak and point defense are pretty much the same. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. Don't use the picket AI except in the. 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. Mesl •. True? เข้าสู่ระบบ ร้านค้าSo 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. 5 seconds, the firing speed of pdd is 0. Hangar weapons nerf due to losing point defence capability. Originally written at the end of 3. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Pretty sure flak is better. 0 vs. 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. 17 needs to be 2 or 3. Defender of the Galaxy does nothing against awakened empires. There was also fairly vague statement to the effect that. The. I had about 20k reinforcements trickle in while the battle was going. But much faster and able to evade flak/pd better. I don't even add PD to my hanger sections to save minerals and power. 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. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. Best. one has better tracking and is better against strike craft while the other is better vs missiles but they'll both work for either. 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. Same reason as above. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. 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. 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. That seems off. However there is quite a few anecdotal experiences from people stating that mixed fleets loose to pure battleships with tracking or range titans. Which battleship build is better v. You might as well also have the flak/PD. . Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. 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. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. Space Superiority Fighters. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 6 average DPD (damage per day) and PD does 1. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. There was also fairly vague statement to the effect that. Damage 54-70. Against fallen empires I often go for an Arc emitter build. And that´s a good thing. Twitch - Confused if you should be using Flak or Point Defense? Don't know what those little red hardpoints are for? Thi. 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. Use PD, shield, and shield hardeners. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. It seems that PD destroyers are completely useless. 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. 3 vs.