I sometimes dipped in hangars, too. There was also fairly vague statement to the effect that. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. Also: - there is tier 4 laser PD. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 01. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Finally, don't despair. 3% reduction in hits (15. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. What is the difference between flak and point defense This thread is archivedSo 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. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. I don't even add PD to my hanger sections to save minerals and power. PD is better against non-moving targets than Flak. And PD does more DPD (2-6 vs 2-8). I would use Kinetic normal stuff until I can build Kinetic Artillery and that is the bread & butter of the fleet. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Like titleIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Against fallen empires I often go for an Arc emitter build. 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Pd does more damage but has no tracking. 8 (3. Autocannons will fare much better vs a corvette thanks to damage. Destroyers are the same as Fleet 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. 0. 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. e. You know, that thing with only one real role, defending against missiles. Apr 16, 2021; Add bookmark #9. Next to fire are the lasers in the L-Slots. 129. 30 Range is very low. This seems to line up to Missile defense. Same reason as above. PD is better against non-moving targets than Flak. Anti-Armor specialty. With a fleet fitted like this in proper numbers (I went with 20 arty. Think about it this way: A single carrier Battleship would carry the maximum of 3 Hangars, each putting out 8 Strike Craft, or 24 SC per carrier. I've been testing the effectiveness of different weapons and ship types for 1. Considering that most hangar modules, also have PD slots, it'd appear then that the two might have some combined tactical value against foes using a lot of missiles; the fighters being able to thin missiles out at range, while the point defences clean up those that remain and help provide some cover in knife-fights, without investing as. Flak actually has better DPS VS shields than PD. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 5 days. With tier 5 armor you can get to 90% armor easy. 9 for THE META. These deal -50% damage to shields, so they are highly ineffective. All strike craft go in a special hangar slot. 96 shots/day or 3. 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. In Stellaris there is only ship design and fleet management. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down missiles. GW/SC/PD/Flak Wonk. 6 average DPD (damage per day) and PD does 1. Yeah, I cut the dashers out entirely. 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). Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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". It's no secret that Flak and PD can do fine against the hull of opponents; with several caveats: Flak is much better early game; due to the tracking/evasion at that stage. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Flak is useful against close range strike craft. That was really cool. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. PD also travels instantly. In Stellaris, at least you get a battle report, but I agree that it's clunky and nowhere near as detailed enough. 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. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Scout Wing is now a primitive sort of flak SC. 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 cannot cover entire fleet. 25 day Cooldown as one M-slot SWM salvo. Shinzor Mar 28, 2018 @ 11:32pm. True?Stellaris > General Discussions > Topic Details. 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. I’ve run a couple of fleet combat tests to see how 2. 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. I recommend shielded corvette swarms, with 1 Flak Artillery for strike craft and 2 Disruptors to cut through the Contingency's powerful shields, powerful armor, and to its paper hull. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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. Add a pinch of Titan to taste. I never use flak though, because strike craft also engaged each other, and idk if that's. Both have the same Accuracy. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. This seems to line up to Missile defense (Point-defense) as well. The main difference is tracking. As the Contingency goes on and gains territory, there are several events to help take the pressure off. This why we calculate eDps and run tests. 3. and they do it quite well. #1. If my memory is correct, Flak and PD do both shoot at both strike craft and missiles. 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 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Fighters would be far less powerful. Technically 14 pd does the same damage as flak. Destroyers counter corvettes. That seems off. 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. 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 0. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. 3 rework. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Flak Batteries are used to fend off Strike Crafts. Flak. Point Defense is optimal for missiles, Flak is optimal for fighter craft. . 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. . 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. Missile Defense. I had about 20k reinforcements trickle in while the battle was going. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). GW/SC/PD/Flak Wonk. Go to Stellaris r/Stellaris. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Cruisers, fit for PD and Hangar, with either a fighter or bomber. But how does the Flak do damage? Is it one. #10 < > Showing 1-10 of 10 comments . 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. The fight is very "sharp". Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). And that´s a good thing. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. Destroyers are more flexible compared to Corvettes. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. 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. There used to be a bug (might still exist) where flak would not fire at missiles if hostile fighters were in system and PD would not fire at fighters if hostile missiles were in system. Original SC from the unmodded game has been converted into the laser SC from this mod. Is flak a flat upgrade?Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 8 seconds. . Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. It would be wise to give an accurate description of which mods you play with to get opinions worth something. More range and damage than the dedicated point defense beams, and they still track well enough. I did the math and I have a chart if you'd like for me to DM it to you. Once you pass a certain point in game, your tech will allow you to build. kineticdreamss •• Edited. armor: 2. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 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 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. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. You would see very few survivors among corvettes. So one weapon we can scratch from the list. ago. 16 Badges. The. Checking AI fleet comp, and build there are 2 possibilities. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. if only one or the other is present, flak is probably better since it's higher tier technology, but it can be risky to replace all PD with flak if you run into someone who uses both missile/torpedo weapons and strikcraft since the flak will ignore those as long as there are bombers and fighters. 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. list of current FE designs - fresh from a new 1. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/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. I do like. ago. And only 12. 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. My understanding matches yours. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Much like Paradox’s own Crusader Kings 3. 13th has to be 2 or above. Just stick with long-range and XL spinal mount. 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. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. Also, the auto-design has a category called "screen", which says: "Screening ships carry point defense and flak, protecting the rest of the fleet from missiles, torpedoes, and strike craft. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. 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. 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. Pretty sure flak is better. 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. Mono-cruiser fleets are totally viable. kineticdreamss •• Edited. Point Defenses have fewer tiers. 27 dps. It seems that PD destroyers are completely useless. 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?Technically PD guns -should- do this. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. the kind of opposition we are expecting. 2 with 3. 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. Flak and Point don't really have a difference except for the fact that Flak does a bit more damage. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Pd does more damage but has no tracking. Don't use the picket AI except in the. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. Considering the next big Patch is due on the 22nd Februrary 2018 (about 3 weeks), asking this questions is kind of pointless. 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. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. but they don't. The corvettes and strike craft take on the enemy corvettes and absorb the PD and missiles then move on to the bigger ships who have had their shields stripped on the opening salvo. "Stellaris: Where the Geneva Convention Goes to Die !" 12; Reactions:. 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. IIRC there is currently a bug where one of the computers uses median weapons range instead of longest weapons range, which would cause ships with f. 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. You either have "enough Point Defense/Flak Cannons", or "Not Enough". Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. I lost all my bigger ships. 31. 8 seconds. ago. Thanks. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 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. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. They also have an extra 5% evasion. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. I've been using point defense on my corvettes and they catch most of the missiles. 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. 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). Also, part of the big problem is overkill. There was also fairly vague statement to the effect that. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. and they do it quite well. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. 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. Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. That will allow you to test any combat situation (you may even create test map with all FE and Leviathans ;) ) For your question : disruptor became suprerior to railgun only vs targets with armor ~ less then 25-30%. 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. If you consolidate the 3. . The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. 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. There was also fairly vague statement to the effect that. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. However, the alloys would cost 0. There have been no cost adjustments. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. 11. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. Point Defense is optimal for missiles, Flak is optimal for fighter craft. The fight is very "sharp". So basically flak is just a. PD and Flak rates as some of the best damage and yet they are some of the worst. 47 DPD. So say I have a destroyer with the most PD/Flak that it can have and it's charging ahead. It requires you (or your opponents) to be using close range computers. Autocannons will fare much better vs a corvette thanks to damage. As a result, Picket Destroyers are a ship you. Technically 14 pd does the same damage as flak. e. 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. and they do it quite well. 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. . Computer/Position: Rear Support. Both have 0. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 375. 2 changes affected balance. 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. My understanding matches yours. And they are excellent at ship killing too. It's very effective. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. Cause I tend to need to replace flak more often then pd. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. While PD/Flak are improved now, they are very much "all or nothing". Sep 25, 2013 651 375. I was wrong. Ah, got it. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. Hardest possible counter for corvettes is destroyer with maxed tracking + targeting computer + Neutron Torpedo. but they don't. The fighters are worth it without that point defense. Interesting video. 48 per 0. It requires you (or your opponents) to be using close range computers. Depends kinda on what for a fleet design you are aiming for and what you prefer. shields: 6. This is unlocked by a new Robotic Assembly Systems technology. Best. This is why the PD corvette required. Post 2. 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. . 3. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 0 average damage every 0. That being said, at 2200. The fighters render missiles totally useless and unlike PD can damage craft. Are extremely powerful vs AI. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. but they don't. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. When I kit out an Onslaught XIV, it exists very much in. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. 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. It's even worse if multiple missiles are aiming for the same target. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Thats 95% of everything there is to know about it. while the destroyers or corvettes behind provide PD and dodge support. Missile strike craft. If you stick with medium gun turrets then the vast majority of the time a 2k station is going to win against a ~2k fleet of corvettes. . 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. 48 per 0. Moongduri • 10 mo. 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. . Because the only advantage Flak has is its higher tracking, you can afford to completely ignore it once you get t3 PD and t4 sensors which raise their tracking to acceptable levels, while Flak overcaps from these upgrades. and 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. Yes, flak replaces PD entirely in my builds. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. and I honestly haven't played Stellaris in some time, so I don't have the in-game values. My current understanding is that pd is better against torps and flak. 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. 3 vs. Thanks. 6+ rebalance), but the weakness to Flak has made it trickier to use. 2 was latest version. So, the PD does neglible damage at low hit chance more than once a second. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. but they don't. 12. 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,. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. Pretty sure flak is better. but they don't. armor: 3. I feel like the *best* defense against missiles should probably be, you know, anti-missile flak cannons. True? < 1 2 >. 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. There was also fairly vague statement to the effect that. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. Outside of combat, strike craft regenerate at the rate displayed. Fleet comp would be something like: Battleships (X-slot Tachyon + 4x Kinetic Artillery) Cruisers (Torpedo + 2x S Autocannons, 2x PD + H, 2x PD) Flak and Point Defense do the same damage and are equally decent for general damage. 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. Or if you unlock them even mid war it can turn the tides. 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. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. 8. Carriers are situational. the swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. but they don't. 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. 649. 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. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Command Cruiser Class. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel.