The fight is very "sharp". . Stellaris Real-time strategy Strategy video game Gaming comments. 8. Once you accept this, all your problems go away. But much faster and able to evade flak/pd better. It would be the same reason why no one uses PD or counter-missiles in EvE Online since it's 1:1. There's no in between. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. . 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. Example: research_technology tech_pd_tracking_1 would research the “Active Countermeasures” Technology. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 5 day Cooldown. 3 vs. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. They also have an extra 5% evasion. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. I have had a great deal of success with 2-3 carrier battleships, 3-4 artillery spinal mount battleships, ~7 torpedo cruisers with missiles (lot hardier than frigates), 12-15 PD destroyers with 3:1 focus on sentinel and not flak, and spam filled corvette gun shipsWhats the best way to deal with them now? Finally got into a game and had one awaken. That is why Flak moved from Medium to PD. There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 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 main difference is tracking. As a bonus flak does low but existent damage. -75% against armor. 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. A single Scout Wing has 30 hull, so it takes 30 / 2. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. Missiles start with 0 Evasion and end with 40. In practice I believe Flak is superior to Guardian. (Also convenient when you're sending small squadrons to scoop up. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. . 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. 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. The PD beams are instantaneous, not like kinetics with their flight time. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. 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. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. 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. Flak on the other hand starts at 50 Tracking and ends at 70. This is unlocked by a new Robotic Assembly Systems. but they don't. 01. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. Flak actually has better DPS VS shields than PD. If it only 2 cells it will be more logicalStellaris. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. 0. 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. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. Sep 25, 2013 654 375. 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. I don't pay attention to the names of anything that isn't top tier. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Best. Flak vs. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. The Aquatic trait now costs 2 points. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. There have been no cost adjustments. And besides that a Mix of Kinetic and Energy Artillery. 8 seconds. 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. but 100 vs 100 along with all the battleshits, cattlebruisers, and tiddys that makes up a spacemans fleet is a different story. Both have the same Accuracy. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. . Flak guns apparently shoot down strike craft, which I could care less about since they are useless. It requires you (or your opponents) to be using close range computers. 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. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. GW/SC/PD/Flak Wonk. So one weapon we can scratch from the list. It seems to me, that the AI is exclusively using PD/Flak builds in the early game. . 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. 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). Picket+Tachyon Sensors will bring PD tracking up to the point where strike craft evasion is effectively nullified. As to ship builds, here i have to agree, it. 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. 16 Badges. Flak: 1-3 vs 35=11 shots at max damage, one of 2. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. Maybe this is why I have had better experiences with flak than guardians. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. Missiles have always been extremely powerful in stellaris, so as the game has aged countering them has become more and more important. Flak is kinetic so better vs shields. Only against stationary stuff (like starbases) will the energy PD be able to avoid wasting a significant amount of their offensive damage. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. 8 seconds later. 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. The fighters are worth it without that point defense. These deal -50% damage to shields, so they are highly ineffective. And PD does more DPD (2-6 vs 2-8). My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. 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. Cause I tend to need to replace flak more often then pd. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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. Basically autocannons are one of best early weapons and one of biggest trap in endgame. If you get cruisers before an enemy, you get a free war. I do like. Flak doesn't destroy missiles with the same efficiency, but it makes up for that by actually damaging the enemy ships. It would be wise to give an accurate description of which mods you play with to get opinions worth something. Mono-cruiser fleets are totally viable. As a result, Picket Destroyers are a ship you. The problem with Autocannons being used in a PD/Flak role is that GW/SC/PD/Flak are all dealing with theoretically much higher levels of Evasion and Tracking (GW and SC are. . 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. The fight is very "sharp". 5 game (observe mode). Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Defender of the Galaxy does nothing against awakened empires. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. Stellaris Real-time strategy Strategy video game Gaming. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). In lategame when AI got all weapons on peak level will just smash the stuff together randomly. The key now is a varied fleet. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. 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. There are currently two different. PD has -75% vs armor but is normal against everything else. 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. Point Defense is optimal for missiles, Flak is optimal for fighter craft. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. the firing speed of flak is ~2. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. There's no in between. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. Also some anti-corvette capabilities. 649. I've been using point defense on my corvettes and they catch most of the missiles. Your math on the driller drones works in a vacuum, but in practice, against a fleet of comparable size, they're going to be getting spawnkilled by T3 Strike Craft. It cannot cover entire 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. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. 8 seconds. All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. 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. Add a Comment. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge) #9. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. Tinca12 • 10 mo. 0 Stellaris has more tactical depth in it - I could wage wars against much more powerful empires and won a heroic victory (speaking in Total War's terms) by luring enemy fleet to a heavily fortified starbase, supported by my main fleet which was inferior. Stellaris has a rather cheap upgrade system, where its easy to switch designs. . The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. The main use I have found Flak corvettes semi-useful for is early game vs Amoeba mother craft. "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. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. The main difference is tracking. Do not drop the PD destroyers, spiritualist FEs got some missles on their ships, with a few PD destroysers you negate that damage completely (also throw in some flak to counter their strike crafts). Once you break through shields it's practically useless though. I won with 35k left. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Questions-Comments about Flak, PD, and Autocannon from the wiki. 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. 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 bigger your fleet, the better each ship is protected. 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. Apr 16, 2021; Add bookmark #9. Stellaris: Early Game Fleet Combat Meta - PD Testing. There's no in between. . Technically 14 pd does the same damage as flak. Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Carrier cruisers fitted with triple swarmer missiles and an AB will dominate everything in the early game. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. #4. 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. Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости СтатистикаIm aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. list of current FE designs - fresh from a new 1. Let us begin. Add a pinch of Titan to taste. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. the 2S stern (I forget what it's called), and provides much better protection against starbases or missile-using (or hangar-using) fleets. Sep 25, 2013 651 375. Also: - there is tier 4 laser PD. PD is energy so weak against shields. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. 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. 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. Which is better depends on the target. 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. With a wide variety of loadouts and options cruisers should be able to. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. After gaining flak batteries any other form of PD becomes obsolete. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. PD also travels instantly. ago. 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. 6 damage per day. Use PD, shield, and shield hardeners. Per page: 15 30 50. Flak Battery has 2. while the destroyers or corvettes behind provide PD and dodge support. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. 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. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. Yes, flak replaces PD entirely in my builds. Stellaris' recent 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. My 210k fleet vs their 135k. So one weapon we can scratch from the list. GW/SC/PD/Flak Wonk. GW/SC/PD/Flak Wonk. All corvettes. . That doesn't matter if you aren't offering any other PD targets, of course, but what does matter is that their evasion is so low that even basic flak (50 tracking) will never miss due to evasion, while even Scout Wings are agile enough to knock flak's effective accuracy from 75% down to 65%, a 13. and they do it quite well. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. All strike craft go in a special hangar slot. And most of bombers (range 8) will able to shoot in their targets under fire of only nearby ships (PD range 10), while flak effectively wipe them on approach. - there is tier 4 kinetic PD. True?How to Beat the Scavenger Bot in Stellaris. 1-3 vs 45=15 shots at max damage. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Example for 160 fleet cap. 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. and they do it quite well. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. but they don't. Another option is strike craft especially after all those buffs. I just built a couple of sets of destroyers, one. Additionally it's not a good idea to mix flak and point defense on the same ship design. Both have the same Accuracy. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. In fact; the best Corvettes early game (by a decent margin) wield flak. and they do it quite well. But Flak's greater range and accuracy are still its main advantages over PD. hull: 15. but they don't. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. 96 shots/day or 3. 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. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. . One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. And especially with the prevalence of builds that use P-slots over S-slot direct-fire weapons (i. lil less damage sure but you gotta hit in the first place to do dmg lol Against anything bigger than Fighters both PD types are useless. The only time when PD is has enough tracking to be effective against Strike Craft is with. 0. If the target's evasion is 20 more than the EPD's. . Damage 54-70. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. 75 - (60 - 50)) = 2. Missile Defense. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Flak and point defense are pretty much the same. 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. 5 dps average) but only have 30 tracking so they are less good against high evasion targets like corvettes and strike craft - but better against missiles and torpedos. kineticdreamss •• Edited. ago. True?Ok so point defense weapon can shhot down missles. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. ago. Specifically, a 1:1:1 mix of PD picket corvette, NL frigate and Kinetic Artillery-Flak destroyers. but they don't. There was also fairly vague statement to the effect that. I don't pay attention to the names of anything that isn't top tier. stats taken from an "insane" difficulty game and checked against a "normal" difficulty game to verify. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. So 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 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. PD and Flak rates as some of the best damage and yet they are some of the worst. ago. Flak Batteries are used to fend off Strike Crafts. PD is better against non-moving targets than Flak. Just stick with long-range and XL spinal mount. Specifically laser/railgun SC will be strong vs hull instead of vs armor/shields, but other weapons have the usual modifiers. 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. This is not that guide. So, was digging around about bombers/fighters, and seems that range wise the bombers now have a good advantage and useful range. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). 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. 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 with strike craft and missile as prevalent in. 5 day Cooldown. Yes they are good, especially since they can go on battleship m slots, they are also useful for flak destroyers. Interesting video. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 11. You have to keep in mind the damage modifiers for the weapons. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. This seems to line up to Missile defense (Point-defense) as well. Frigates are an advanced version. 16 Badges. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. The reason armour is terrible is because of 100% armour penetration existing. " 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 vs missiles Flak vs strike craft is the idea, but either will do in a pinch against non-optimal targets (ya know, if they weren't both pretty bad at their jobs). PD, Flak, missiles and hangars to rush in, the same way you described it. PD have 4 major drawback : - Range. shields: 6. 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. #9. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. 129. 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. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. PD is a balancing act that we have to do vs. Flak prioritizes missiles and strike craft over other ships, but can also hit other ships when necessary. Their volleys of whirlwind and marauder missiles did 22,000 damage and my PD shot down 530 missiles. literally the only statistical difference between flack and PD is that. This allows you to bring up cheats like max_resources, instant_build,. But it cost minor artifacts. 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. With 7xw pd I will say it prevented 40% nuke and emp hits. I sometimes dipped in hangars, too. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Ah, got it. 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. Technically 14 pd does the same damage as flak. Amoeba: 1-4 vs 50=12 shots at max damage. Best. 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. Flak seems to have better stats then point defense but can it still shoot down missiles well. I've been testing the effectiveness of different weapons and ship types for 1. But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. This makes people use only the picket stern when designing PD destroyers, and normal weapons on the bow. Note the 5 armor. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 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. Has anyone had an AI using Interceptors or Missile Boats early on? Or is it only on Captain and below? Maybe its better in higher difficulties? This makes early. Ships with PD or Strike Craft provide better screening. Torpedoes do more damage, and especially do more damage per hit, meaning enemy ships are more likely to be destroyed, rather than escape to emergency FTL. 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. Still learning combat and I thought I had decent missile defense. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. Ideal for intercepting, escorting, and dogfighting. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. 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. 3 rework. 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. This is so effective that ~40k fleets 1:2 destro/cruiser. 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. There was also fairly vague statement to the effect that there were changes coming down the pipe such. See full list on gametaco. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 0 Railgun (50 range, 50 tracking) vs. Stellaris. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. and they do it quite well. Anti-Armor specialty. The results of each action are based around. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Both bypass shields. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). kineticdreamss •• Edited. This is atop the fact they render all PD useless. 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. It has nothing to do with Flak being moved to PD.