When I kit out an Onslaught XIV, it exists very much in. 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. . As a bonus flak does low but existent damage. Use PD, shield, and shield hardeners. 0 vs. However since pd is inaccurate it won’t do exactly the full damage of flak without significantly more than 14 pd. Missiles don’t have evasion but strike-craft do. 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. 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. All strike craft go in a special hangar slot. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. With a fleet fitted like this in proper numbers (I went with 20 arty. In practice I believe Flak is superior to Guardian. . Flak have only 6 average damage but a tracking of 70 - meaning they never miss and are the better choice. Compare with Marauders : +25% hull damage, 20 dps. Against fallen empires I often go for an Arc emitter build. Scout Wing is now a primitive sort of flak SC. All point defence is point defence for the entire fleet, because point defence doesn't care what the target of the missile is and fleets cluster enough that every point defence gun can fire at any incoming missile. Tactical lasers with IPDAI are also pretty great for point defense. Then you have perfect weapon synergy with all-shield piercing, greatly trimmed down repeatables, massive bonus damage against large. 6 average DPD (damage per day) and PD does 1. Once you pass a certain point in game, your tech will allow you to build. Cruisers, fit for PD and Hangar, with either a fighter or bomber. But it require to kill Scavenger Bot. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. Artillery/Carrier remains a powerful fleet design in 3. Technically 14 pd does the same damage as flak. The key now is a varied fleet. 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). Also some anti-corvette capabilities. That's how point defence works in Stellaris. 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. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. I never use flak though, because strike craft also engaged each other, and idk if that's. I won with 35k left. Since lasers have much better range than PDs, they easily overlap the ranges, and all of your ships protect each other. Stellaris: Early Game Fleet Combat Meta - PD Testing. Stellaris > General Discussions > Topic Details. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. 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. 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. Thanks. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. . ago. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. Note that Attack Moons are part of a mod (specifically Gigastructures). 48 per 0. lancefighter • 5 yr. Thanks. 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. Next to fire are the lasers in the L-Slots. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average. It's even worse if multiple missiles are aiming for the same target. 0 Railgun (50 range, 50 tracking) vs. Flak and point defense are pretty much the same. #1. 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. -75% against armor. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Basic answer is - battleships with pure long ranged weapons. Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. And if they get Flak Cruiser support, Destroyers are kinda obsolete in your fleet. 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. It has nothing to do with Flak being moved to PD. Stellaris' recent 3. . Flak is useful against close range strike craft. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. While PD/Flak are improved now, they are very much "all or nothing". So while the raw damage might be in favor of PD, plasma weapons are never dealing their base damage. 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. Excellent work confirming that pd is bugged. 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. I went file diving. 649. 8. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. Having pickets reduces starbases damage to near 0, and if you fight someone running missiles you slam dunk them. 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. Only difference is damage (1-3/1-4. Originally posted by OldEnt: Ships have evasion, starbases do not. but they don't. This allows you to bring up cheats like max_resources, instant_build,. 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. 129. armor: 3. PD would still be better for missiles because of the lower cooldown and the fact that auto. See full list on gametaco. With flak it about 25% effective. This is the same reason that prethoryn swarm strikers are so resistant to PD. 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. Missiles could remain strong while they had ammo and empasis of the balancing could more be put on strike craft vs PD/flak (nad larger missile hulls that couldnhave more ammo yet be less spammable than corvettes) Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if enemy uses both missiles and fighters? So i think that extra tracking would make it more viable vs things like corvettes etc than point defense would be. Missiles are somewhat better against point defense, by dint. And they are excellent at ship killing too. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. (Also convenient when you're sending small squadrons to scoop up. 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. Yeah they dont fly faster they just shorten the reload time so. Additionally it's not a good idea to mix flak and point defense on the same ship design. It's very effective. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. There was also fairly vague statement to the effect that. 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. Torpedo assault carrier is the most balanced ship design. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 30 Range is very low. • 9 mo. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. Cruisers are good because the power spike over destroyers and corvettes is massive. The PD beams are instantaneous, not like kinetics with their flight time. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. In practice I believe Flak is superior to Guardian. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. 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. . 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. 6 = 11. Frigates are an advanced version. But it cost minor artifacts. Both have the same Accuracy. Flak and Point Defense do the same damage and are equally decent for general damage. And Endless Space is not Stellaris and vice versa - Stellaris goes for freeform instead of preset races of Endless Space. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. literally the only statistical difference between flack and PD is that. 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. There are currently. As the Contingency goes on and gains territory, there are several events to help take the pressure off. They also have an extra 5% evasion. . Are extremely powerful vs AI. Use PD, shield, and shield hardeners. If your PD shoots down 50% of the enemy missiles, that's at least 50% less in DPS. PD has -75% vs armor but is normal against everything else. 6. For the 10 NMCs, it requires 20-30 Barrier PD shots or 20 Guardian shots over the 4. 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. But I'm showing at least on lower level ones, PD and Flak have the exact same rate of fire in 2. 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. Don't stress about armor or shield tech. 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. Amoeba: 1-4 vs 50=12 shots at max damage. Well most of the time in my fights the battle is (almost) over when fighters/bombers reach the enemy fleet. Flak Battery has 2. Reply. . #8. and to bring some flak - otherwise their hundreds of bombers and fighters will be a far greater problem than the handful of lances, gigacannons and aritlleries they field. #1. The. Flak is kinetic so better vs shields. There's no in between. There was also fairly vague statement to the effect that. but they don't. A carrier hanging back for its hangar's range,while having PD and Flak, and a cruiser with long and medium kinetics and lasers sitting at medium range. 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%. 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. - Damage. Against a 60% evasion corvette, flak does 2. 4 tracking less than Flack at all 3 tiers. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. Proton launchers are not torpedos, they are energy weapons and are not affected by any kind of point defence. Missiles, disruptors, and normal weapons alike. but they don't. There was also fairly vague statement to the effect that. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. This 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. 6 days, or 6. So it's looking to me like unless my. 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. 20 PD corvette, 20 neutron frigate, 1 titan for aura, 24 picket cruiser. 0, its like flak but it does 2 more points of damage, 40% less tracking and it is energy rather than kinetic. 17 needs to be 2 or 3. Added a Robot Assembly Complex building that gives 2 roboticist jobs. True?The Flak Cannon is a medium ballistic point defense weapon that does area-of-effect fragmentation damage. Much like Paradox’s own Crusader Kings 3. These deal -50% damage to shields, so they are highly ineffective. The base tech cost of t2 PD and Flak was 6000 before the rework, and Torpedoes are still 5000. Fallen empires uses tons of both. True? Σύνδεση ΚατάστημαAfter researching Flak Batteries in this latest patch, I'm wondering if there's any purpose to consider using point defense again. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. "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. Question is, will flak guns (or anything) shoot down torpedos? Technically PD guns -should- do this. And PD does more DPD (2-6 vs 2-8). Only difference is damage (1-3/1-4 Flak/PD) and tracking (60/30 Flak/PD). Once you accept this, all your problems go away. PD is good for targetting missiles. 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. also remember lanchester's laws. but they don't. 0. The fighters render missiles totally useless and unlike PD can damage craft. True?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. 8 second reload times though, so you're gonna get 2 shots (assuming the speed numbers mean what they should) - 1 initial and then another 0. 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. Lasers would've needed to do only 2000 damage and Kinetic Artillery only 500. Mono-cruiser fleets are totally viable. " 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. You put on Kinetic Artillery and Plasma Cannons. - there is tier 4 kinetic PD. As to ship builds, here i have to agree, it. The Flak does quite a big chunk and at longer range but only every 3 seconds (roughly). Very n00b-unfriendly. You know, that thing with only one real role, defending against missiles. 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. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 3 rework. • 10 mo. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. I used to use flak guns but they are truly useless. It does generally win better when punching down though, so if you're taking good fights it's not the worst idea. . Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. r/Stellaris. 48 shots per Cooldown phase to a single effective shot, it’s basically a 24% net Accuracy shot, leading to 0. Both have 0. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. 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. PyroMancer Oct 30, 2022 @ 3:08pm. The main difference is tracking. Flak vs. Use picket cruisers as the bulk of your navy. Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини СтатистикиPosted by u/[Deleted Account] - 2 votes and 5 comments13x PD-Laser (Flak, Laser, Laser) 7x PD-Kinetic (PD, Kinetic, Kinetic) Because what I failed to realize first time around is that the PD/Flak is also an anti-ship weapon whenever it's not being used as a PD weapon, and that early in the game, it's actually more effective than the actual weapons. 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). Technically 14 pd does the same damage as flak. 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. Given a FP advantage, they tend to beat t1 pd fleets; not easily, but they do, while Fusion missiles lose. Autocannons will fare much better vs a corvette thanks to damage. Tinca12 • 10 mo. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. flak or pd depends on what you're facing off against. In rare cases, you can manage to hurt the enemy fleet enough so that even if you lose the battle, the enemy will have. You either have "enough Point Defense/Flak Cannons", or "Not Enough". If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft. flak is supposed to prioritize strikecraft and PD prioritizes missiles. if only one or the other is present, flak is probably better since it's higher tier technology, but it can. H-slot is a fair replacement for Flak; PD does okay vs. 25 day Cooldown as one M-slot SWM salvo. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. . 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. Next to fire are the lasers in the L-Slots. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. 3. Assuming Gigastructure is the only gameplay changing mod you have, Attack Moon, Behemoth Planetcrat and Stellar Systemcraft are all extremely. 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. GW/SC/PD/Flak Wonk. Flak vs. 64 energy credits per month. Flak is the best against small missiles, but it doesn't consistently take out torpedos and harpoons. 6 damage per day. Once you break through shields it's practically useless though. 649. 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. simply put, you need, at the very least, equivalent fleet power (& ship numbers, if possible. 0. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. While I understand PD hitting bombers in an attack run, since hitting missiles is harder, it doesn't make sense. 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. The fighters are worth it without that point defense. 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. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. With a wide variety of loadouts and options cruisers should be able to. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. but they don't. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. 10. True?Carrier battleships, 2x Fighters, 1x Bomber, PD and Flak. 6 Setting the range aside, autocannons do **more** damage to armor than regular railguns, and more than 3x hull damage! They're essentially undodgeable against corvettes, too (although most small weapons will hit. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. Create specific game, disable ai, give yourself all tech - and force ability to attack friendly fleets. If PD aren't worthless you may be better off with Battleships with Flak and Hangars plus Arc Emitters vs the FE fleets. 96 shots/day or 3. In fact; the best Corvettes early game (by a decent margin) wield flak. GW/SC/PD/Flak Wonk. If they are using missiles (lol) or a lot of Strike Craft put on more PD, especially flak artillery. Flak deals less damage but has more tracking,. Now Flak: It deals avarage 6 damage per shot, reload in 0. The main difference is tracking Point Defense is optimal for missiles, Flak is optimal for fighter craft I've been using point defense on my corvettes and they catch most of the. Thread starter GKPecap; Start date Jul 17, 2021; Jump to latest Follow Reply. 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. This is unlocked by a new Robotic Assembly Systems. Don't use the picket AI except in the. Pd does more damage but has no tracking. PD is energy and has slightly higher base damage which is meant to make them better at taking out incoming missiles. Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Flak Cannons are extremely slot-efficient (6x Hangars take up 24x slot equivalent), roughly 3x more efficient as a defense than Hangars. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. and they do it quite well. It only works against the crisis (Contingency, Unbidden, or Scourge). 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. But much faster and able to evade flak/pd better. So I have almost 500 hours played of Stellaris and this might be a stupid question, but what is the difference between point defense and flak?. In earlier versions of Stellaris, I had to research both kinetic and energy weapons plus shields, reactors, and armor plus maybe hull plating. 5 seconds, the firing speed of pdd is 0. Strike craft with [M] and weapons and [PD]. Generally, missiles are hard-countered by point-defense (and strike craft). This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. and they do it quite well. Stellaris Real-time strategy Strategy video game Gaming comments. Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. spudwalt • 21 days ago. 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. You either have enough of them to completely suppress the enemy Missile/Strike Craft presence, or you don't and they do hardly anything. This why we calculate eDps and run tests. The fighters are worth it without that point defense. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for 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. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as strike craft no problem, is that still the case or is it necessary to balance and have both if. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Carrier core on the other hand has PD to save the BS from torpedoes but the Strikecraft and Missiles still has to go through armor. , non-Missiles), having Flak with the same Range as a Mass Driver, better base damage (worst at Tier-0 but still present at T4), and better vs. Swarmer missiles are very good at overwhelming enemy point defense and act as a diversion to your tops or missiles, not good on there own thou. 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. #1. Missile Defense. Fighters would be far less powerful. kineticdreamss •• Edited. Ok so point defense weapon can shhot down missles. if your opponents don't really use either of those weapon types then both flak and pd are mostly useless. PD is slightly harder hitting, Flak can reach a higher Tracking. Ah, didn't know it was just completely negated by any PD at all. . Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. 6 days, or 6. This makes it a fighter counter because fighters have higher evasion and shields, but no armor PD has lower tracking and a bonus to both armor penetration and armor damage. 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. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. Also, 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. 01. Yes destroyers do PD better but you are forgetting that PD is utterly useless. 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.