stellaris flak vs pd. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. stellaris flak vs pd

 
 Flak has additional range (40 - 8), so it gives you 5x as much interception potentialstellaris flak vs pd Interesting video

They both shoot at both missiles and strikecraft but have third own priority. 0, so I'm not familiar anymore. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. Destroyers for PD and anti-corvette, also near Corvette speeds with still high evasion (typically can't reach 90% evasion like Corvettes, but can go up to 70% on average). Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. Technically 14 pd does the same damage as flak. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. but they don't. Only the Destroyers have Flak or PD for surviving vs Carriers or Missiles. There have been no cost adjustments. Just swap the artillery core for the carrier core and leave everything else the same. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. • 10 mo. 27 dps. PD is better vs torpedoes and ships that have no strikecraft/missiles due to their higher dps. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. PD is better against non-moving targets than Flak. More like Flak has a higher chance to hit evasion capped corvettes (90% evasion) than Medium Plasma (over twice the hit rate) Maximum rank Medium Gauss (Marginally under twice the hit rate) and even Medium Autocannons (10 more chance to hit, autocannons were the only weapon that outDPS'd flak vs corvettes). 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. net I went file diving. 66 comments. but they don't. Missiles don’t have evasion but strike-craft do. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. 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. 3 rework. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. PD is better against non-moving targets than Flak. PD has 25% more max damage (but the same min damage) vs Flack - at. but they don't. The Aquatic trait now costs 2 points. 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. You have to keep in mind the damage modifiers for the weapons. 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. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Damage 54-70. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. spudwalt • 21 days ago. but they don't. Cause I tend to need to replace flak more often then pd. Thanks. 5 game (observe mode). 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. 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. 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. 8 seconds. Stellaris. Add a pinch of Titan to taste. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Sep 25, 2013 654 375. Also a general balance to A ship slots, will change the amount given based on ship hull group. The fighters are worth it without that point defense. 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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. armor: 3. 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 is a balancing act that we have to do vs. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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. They can protect your battleship fleet from torpedo corvettes. This seems to line up to Missile defense (Point-defense) as well. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Afaik everyone came to the same result there - line computer beats every other computer, giga wins in arty vs arty, tl wins in line vs line, and aside from line computer (assuming you don’t have unreliable special components like precog or enigmatic), range and tracking is otherwise king due to accuracy cap on to hit chance. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. And they do. Interesting video. #9. Destroyers are the same as Fleet A. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. This allows you to bring up cheats like max_resources, instant_build,. 2 was latest version. Artillery/Carrier remains a powerful fleet design in 3. but they don't. PD would still be better for missiles because of the lower cooldown and the fact that auto. 0 average damage every 0. Or if you unlock them even mid war it can turn the tides. Flak deals less damage but has more tracking,. Sure, but the problem is that usually, a P slot is worth a S slot on every ship part, and the picket bow of the destroyer is the only one where a P slot replaces a M slot or 2 S slots, making the loss of firepower even worse than usual. 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 flak kills the craft faster thus getting around to missiles sooner. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. 25 days to defeat them, with each kill reducing incoming. None of the Vulcans or the 2 Flak versions are wasted. That was really cool. #1. It has nothing to do with Flak being moved to PD. Flak vs. Frigates before proton/neutron are countered by PD, and after those they become worthless due AI bug. 47 DPD. Mesl •. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. . Driven Assimilators can now assimilate other machines after taking Synthetic traditions. 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. 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. With 7xw pd I will say it prevented 40% nuke and emp hits. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. flak or pd depends on what you're facing off against. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. So one weapon we can scratch from the list. As to ship builds, here i have to agree, it. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 6+ rebalance), but the weakness to Flak has made it trickier to use. Point defense. Very n00b-unfriendly. Basically autocannons are one of best early weapons and one of biggest trap in endgame. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. Flak vs. 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 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 6 average DPD (damage per day) and PD does 1. literally the only statistical difference between flack and PD is that. shields: 6. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Apr 16, 2021; Add bookmark #9. 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. 17 needs to be 2 or 3. I used to use flak guns but they are truly useless. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. 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. Take 10-20 battleships with only WW missiles and Strike Craft, PD and artillery computers. Also: - there is tier 4 laser PD. 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. . So whats the difference between Flak and point defense beisides the different researchpath and PD having 1-4 dmg while Flak got 1-3? Is PD better…12th May 2022. 2) PD deals more damage but has less tracking, which is better for shooting down missiles that have low evasion. I got spanked by an AE, and then rebuilt with Flak Artillery and was winning outnumbered 2:1. 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. 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. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. So, the PD does neglible damage at low hit chance more than once a second. The reason armour is terrible is because of 100% armour penetration existing. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. PD, Flak, missiles and hangars to rush in, the same way you described it. In fact; the best Corvettes early game (by a decent margin) wield flak. 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. Now updated to 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the 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. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. Taht is why PD moved from Small to PD. Sillez_zockt. literally the only statistical difference between flack and PD is that. I have 50 destroyers fitted with flak turrets and that is my fleet’s. It has exceptional anti-missile and anti-fighter capability, beaten in its category only by the Dual Flak Cannon, which trades some range and a smaller blast radius for a noticeably higher rate of fire. After gaining flak batteries any other form of PD becomes obsolete. A single Scout Wing has 30 hull, so it takes 30 / 2. 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. Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. Questions-Comments about Flak, PD, and Autocannon from the wiki. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. There was also fairly vague statement to the effect that. • 9 mo. Shinzor Mar 28, 2018 @ 11:32pm. So I have almost 500 hours played of Stellaris and this might be a stupid question, but what is the difference between point defense and flak?. 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. 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. 10. 3 on the horizon, for single-player. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. With flak it about 25% effective. Best. 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. My current understanding is that pd is better against torps and flak. This is unlocked by a new Robotic Assembly Systems technology. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. . All ships should be fit for armor, no shields needed since most scourge stuff pierces shields 100%. The results of each action are based around. This is why the PD corvette required. Space Superiority Fighters. 8 seconds later. Against Guardians i usually throw in some Heavy AA Battleships with 75%Flak and 25% PDC + Scout Crafts. ago. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 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 requires you (or your opponents) to be using close range computers. 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. But this gives me an idea. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. #1. 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. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. You either have "enough Point Defense/Flak Cannons", or "Not Enough". It would be wise to give an accurate description of which mods you play with to get opinions worth something. 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. 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. They don't attack ships I think. There's no in between. 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. Stellaris Real-time strategy Strategy video game Gaming comments. 0. Once the Flak guns are done destroying Strike Craft, they turn and also help shoot down 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. 8 (3. Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. 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. My 210k fleet vs their 135k. 6 days, or 6. . the firing speed of flak is ~2. There was also fairly vague statement to the effect that. 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. 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. Are extremely powerful vs AI. 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. However, their respective point defense weapons (PD guns vs missiles, flak vs craft) are very cost-effective at shutting them down. The fight is very "sharp". Excellent work confirming that pd is bugged. 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. Which is better depends on the target. 9 for THE META. For missile evasion, strike craft are far superior PD to actual PD, and strike craft have 100 tracking. GW/SC/PD/Flak Wonk. The PD beams are instantaneous, not like kinetics with their flight time. Thats 95% of everything there is to know about it. but they don't. hes now at. As a fleet 3. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. PD is slightly harder hitting, Flak can reach a higher Tracking. But how does the Flak do damage? Is it one. If there's no bombers - PD can't deal to ships, while. 5 day Cooldown. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Once AI gets pd, Swarmers are generally within reach, and by the time there are full-blown pd destros, you can often get Swarmers. May 10, 2022; Add bookmark #17 Tamwin5 said:But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. 96 shots/day or 3. Currently Flak is generally more useful than PD due to better tracking. Range in Stellaris is only really relevant if you have enough alpha strike damage to cause casualties before your enemy gets to fire (or if your range is too short and your guns keep retargeting as ships wander around in battle, which is why Autocannons are hot garbage). Stellaris has a rather cheap upgrade system, where its easy to switch designs. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 6 = 11. 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. As far as I can tell, the difference is essentially that PD has somewhat higher base accuracy whilst Flak has significantly better tracking. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. Why the hell falk need so much space. Added nanite autocannons and flak cannons as a reward for killing the scavenger bot. 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. notagoodpainter. Ok so point defense weapon can shhot down missles. Apr 19, 2023. Point Defenses have fewer tiers. However, the alloys would cost 0. I had about 20k reinforcements trickle in while the battle was going. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. They also have an extra 5% evasion. I've been testing the effectiveness of different weapons and ship types for 1. Moongduri • 10 mo. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 8 seconds. Next to fire are the lasers in the L-Slots. Pd does more damage but has no tracking. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. And PD does more DPD (2-6 vs 2-8). Given that the main purpose of PD is to counter strike crafts and missiles, I am not quite sure why someone would use flak as they have much slower attack cooldown than PD. Kinectics and Lasers hit instantly as soon as they are fired. . point Starport early game is a great defensive deterrent and will shred AI Corvette/Destroyer fleets unless they mass PD/Flak. Flak. I just built a couple of sets of destroyers, one. Reply. 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). 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. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. If the target's evasion is 20 more than the EPD's. 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 around to shoot at. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. - there is tier 4 kinetic PD. Use picket cruisers as the bulk of your navy. Also some anti-corvette capabilities. 16 Badges. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. 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. #10 < > Showing 1-10 of 10 comments . 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. 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. 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. So, the PD does neglible damage at low hit chance more than once a second. Original SC from the unmodded game has been converted into the laser SC from this mod. Tinca12 • 10 mo. GW/SC/PD/Flak Wonk. 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. Please note that unlike evasion PD is a hard counter, so if your enemy has any PD then first N shots are shot down and the rest are going through so increasing amount of G weapons by X% is guaranteed to increase damage dealt by more than X%; if half of your missiles are shot down than. 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 design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. But it cost minor artifacts. Just luke before. I've been using point defense on my corvettes and they catch most of the missiles. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. Flak vs Point 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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. And that’s a lot more labor-intensive with the new intel system. I don't pay attention to the names of anything that isn't top tier. Missiles start with 0 Evasion and end with 40. Example for 160 fleet cap. Furthermore most large weapons gained minimum range. As a result, Picket Destroyers are a ship you. 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. 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. 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. 2 changes affected balance. Per page: 15 30 50. Depends kinda on what for a fleet design you are aiming for and what you prefer. PD is energy so weak against shields. GW/SC/PD/Flak Wonk. 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. -75% against armor. 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. s. 25 day Cooldown as one M-slot SWM salvo. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T3 ( 6000) Flak Cannon, T4 (16000) Flak Artillery. Don't stress about armor or shield tech. 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. These deal -50% damage to shields, so they are highly ineffective. 6 damage per day. When I kit out an Onslaught XIV, it exists very much in. Stellaris: Early Game Fleet Combat Meta - PD Testing. Cruisers are good because the power spike over destroyers and corvettes is massive. armor: 2. have rather significant amounts of PD, making missile based weaponry significantly less effective. 0. While PD/Flak are improved now, they are very much "all or nothing". True? Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. vs. 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. With tier 5 armor you can get to 90% armor easy. Focus on getting combat computer tech and use swarm. Unless Autocannons are simply going to ignore the strike craft and target actual ships. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Practically pd takes energy rather than ammo and since it doesn’t require a factory it ends up being cheaper, it also has a much wider shooting arc. 3. hull: 4. First ship to be able to field fighters/ bombers (usually worse choice than conventional weapons, just like missiles). Missiles start with 0 Evasion and end with 40. The main advantage of PD is that you are significantly decreasing the DPS of the enemy fleet. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. And besides that a Mix of Kinetic and Energy Artillery. kineticdreamss •• Edited. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. For those unaware, the "~" command will bring up the console.