1-3 vs 45=15 shots at max damage. Fill up with Cruisers who can either use full WW missiles, or regular Torpedo + Missile. Also if you add it to your ships they won't go close up to the enemy ships for the weapons range. 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. Don't bother with any other weapon type on them, they aren't worth it. Tinca12 • 10 mo. 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. As to ship builds, here i have to agree, it. That was really cool. 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. 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). Don't believe PD counts as lasers in the code, so no additional bonuses from the laser +dmg/+ias techs or module. In fleet vs Fleet, they can be shot down pretty easily by PD and especially flak. Mostly I’m trying to understand how disengagement works differently for different sizes of ships. Just think about it. 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. So I skip Flak and just use PD, with my Strike Craft (or Flagella) being able to defend me if necessary. 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. Ah, didn't know it was just completely negated by any PD at all. 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). -75% against armor. So, I see a fair few guides talking about how to get good ships, usually by bragging about getting Titans by 2230 and repeatables by 2250. Based on that, Flak would always be better than PD, unless shooting at Whirlwind missiles where the slightly higher DPS of PD. I had about 20k reinforcements trickle in while the battle was going. Laser, disruptor, and missiles. and they do it quite well. Why the hell falk need so much space. ago. Point defense. . Towards the midgame you'll start leaning towards torps. You can still beat them if you know their ship designs and overwhelm their guns, but you really need to plan for it. 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. Destroyers are the same as Fleet A. Also some anti-corvette capabilities. Flak Battery has 2. 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. Finally, don't despair. This why we calculate eDps and run tests. Additionally it's not a good idea to mix flak and point defense on the same ship design. no it says barrier, never seen it before 2. 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. 0 vs. flak is supposed to prioritize strikecraft and PD prioritizes missiles. PD is energy so weak against shields. 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. Missiles work great early game, vs pirates especially, and give you a good shot in early AI wars if any. 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. Reply. Carriers are situational. Maybe we should re split strikecraft back up into fighters and bombers and make bombers good and powerful especially agianst large ships. Missile Defense. 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. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 0 average damage every 0. 1-3 vs 50=16 at max damage. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. net I went file diving. 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. But Flak's greater range and accuracy are still its main advantages over PD. Missiles start with 0 Evasion and end with 40. I don't pay attention to the names of anything that isn't top tier. Flak guns apparently shoot down strike craft, which I could care less about since they are useless. 12. GW/SC/PD/Flak Wonk. Best. But the Flak Battery has 50% tracking vs Sentinel's 10% tracking, so it will negate an extra 40% enemy evasion. . Just luke before. Honestly I think Stellaris could use more asymmetrical shipbuilding options, and neutron launchers as indisputably the best weapon (which they are, currently) but which can be countered fits that bill exactly. 16 Badges. Added a Robot Assembly Complex building that gives 2 roboticist jobs. The current day PD prime examples of CWIS sure seem to be what autocannon are in space. Note the 5 armor. Originally posted by OldEnt: Ships have evasion, starbases do not. . 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. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. The PD beams are instantaneous, not like kinetics with their flight time. There are currently. 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 fight is very "sharp". . 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). 9 for THE META. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. build ships. You either have "enough Point Defense/Flak Cannons", or "Not Enough". 10. This would introduce a clear risk / vulnerability in massing missiles - an additional parameter for this whole balancing act. You probably know point defense weapons are best for missiles and flak weapons are best for strike craft, so keep in mind if you already have some hangers in your fleet you can probably skip the flak and focus on point defense. That is why Flak moved from Medium to PD. Vastly, hugely, and mind-bogglingly so, to paraphrase Douglas Adams. Not sure about swarm missiles, but due to their 0 evasion I guess that PD also is better vs them. PD is a balancing act that we have to do vs. 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. Math involved: I've seen Stellaris fleets cross solar systems (early game) in two months time, and that gets faster as the game progresses. With how much more dangerous missiles, torpedoes, and strike craft have become with the next update. 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). Basic Strike: 1-4 vs 45 total=11 shots at max damage, and 1 at any number. Flak has additional range (40 - 8), so it gives you 5x as much interception potential. You might as well also have the flak/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. PD/Flak > missiles Common sense > missiles Prethoryn swarms uses tons of armour, unbidden uses tons of shields. x, and noticed that there is a combat AI issue that decreases the effectiveness of flak andd fighters against missiles. My PD theory is usually 50/50 balanced between flak and anti-missile pd turrets. While PD/Flak are improved now, they are very much "all or nothing". hes now at. Stellaris Real-time strategy Strategy video game Gaming. 649. 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. Flak + Missiles beat PD + Missiles and pure Missile Corvettes. The differentiation is supposed to be that energy PD is better against missiles while kinetic PD is better against strikecraft. Flak is kinetic so better vs shields. Much like Paradox’s own Crusader Kings 3. Both have 0. Mixing in swarmer missiles makes it a little bit harder for your missiles to be shot down, at the cost of some damage output. 3. So it's looking to me like unless my. Frigates are an advanced version. Normal weapons have 5 levels, Point Defenses have 3 -- the same relative strength is spread across fewer upgrades. 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 flak is much better than PD as a general purpose ship vs ship weapon; the tracking advantage on flak ensures this. 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). The. But it cost minor artifacts. 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). more point defense, less hangars. the kind of opposition we are expecting. Comparing what flak means in the modern era and what flak means in futuristic void combat is like comparing the role of cavalry in 1812 and 1942. 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. Technically PD guns -should- do this. Apr 19, 2023. Per page: 15 30 50. Stellaris: Early Game Fleet Combat Meta - PD Testing. Flak Batteries are used to fend off Strike Crafts. There was also fairly vague statement to the effect that. Designed to achieve space superiority and enable strategic bombers to complete their carrier missions. There are currently two different. 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. Amoeba: 1-4 vs 50=12 shots at max damage. Like most alien tech, they take quite some time to research but that is normally offset by the increases you get from scanning debris. SuperluminalSquid Technological Ascendancy • 3 mo. The fighters are worth it without that point defense. 66 comments. . Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. 3. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. In practice I believe Flak is superior to Guardian. Exciting battle but now i have an awakend empire thats actually done nothing all game but build up. Ships do not defend themselves with point defence, they shoot any missile. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Damage 54-70. My 210k fleet vs their 135k. It can do this because missiles do not have evasions scores, and PD has a higher rate of fire than flaks. You have to keep in mind the damage modifiers for the weapons. 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. 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. Flak. My understanding matches yours. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Yeah, knew that lol Guardian PD also has 30 tracking and flak has 70. so just to put this out there for the Flak vs PD in 2023. armor: 2. I did the math and I have a chart if you'd like for me to DM it to you. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls before they get PD ping'd into retreat. Yeah, I cut the dashers out entirely. corisaiAdded nanite autocannons and flak cannons as a reward for killing the scavenger bot. Only reason to build specific PD vessels in my opinion is if you need to counter an enemy using missile corvette spam. Reply. as it stands a fleet of 20 battle ships using 2 flak canons each will get mauled by rockets compared to the same fleet of 20 battle ships using ~6. Meaning you do only 25% damage vs shields, which means all enemy ships effectively have 4x shields against you. Because the only advantage Flak has is its higher tracking, you can afford to completely ignore it once you get t3 PD and t4 sensors which raise their tracking to acceptable levels, while Flak overcaps from these upgrades. PD vs Flak Does anyone have any concrete and up to date info on this for the current patch? Used to be able to just only build flak and destroy all missiles as well as. With 75 accuracy and 50 tracking against Scout Wings that have 60 evasion, that's (2. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. 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. Missiles start with 0 Evasion and end with 40. Flak also counts kinetic weapons, so should be affected by both kinetic +dmg/+ias techs & teldar modules. Note that Attack Moons are part of a mod (specifically Gigastructures). but they don't. I won with 35k left. 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. Which is better depends on the target. - there is tier 4 kinetic 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. Anti-Armor specialty. Flak on the other hand starts at 50 Tracking and ends at 70. Now that flak and point defense have the same firing distance and use the same weapon's slots but flak has higher damage output and tracking stats, is there. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. 3% reduction in hits (15. . 6. In this video I review the combat effectiveness of Point Defenses against Torpedoes and Missiles in the. Once you accept this, all your problems go away. PD has -75% vs armor but is normal against everything else. Flak is about half as effective, per slot, as anti missile/fighter PD but has enough range that multiple ships can cover eachother. Artillery/Carrier remains a powerful fleet design in 3. So one weapon we can scratch from the list. 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. There are currently missiles/torpedoes/strike craft heading for the kinetic/laser cruiser. PD have 4 major drawback : - Range. 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. And that´s a good thing. 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. 1 giu 2016, ore 3:48 the firing speed of flak is ~2. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. 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. 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. In Stellaris there are very rarely reasons to continue fighting a losing battle. 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. And besides that a Mix of Kinetic and Energy Artillery. 16 Badges. ago. Your PD isn’t bringing down his shields, but his flak in high numbers is tearing through yours. So basically flak is just a. but they don't. 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. Torpedos and missiles have good tracking so they are a general exception, they are countered primarily by PD and strike craft, secondary by Flak and sometimes shields (missiles only). With flak it about 25% effective. 10-20 Cruisers with 5 flak batteries will protect 200k fleets completely from non swarmer missiles / photon torpedoes. 3 rework. 64 energy credits per month. while the destroyers or corvettes behind provide PD and dodge support. 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. 96 shots/day or 3. The main difference is tracking. 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 swarm missle are supposed to saturate PD and flak but they dotn shot fast enough and lack range and are limited to M size slot. But the Flak (or PD) mount is still an S-slot as a whole, so you’re talking about 32 tiny weapons firing over 4. Autocannons are still solid good on Corvs to fight other Corvs. In my ship vs ship tests, ignoring PD in favor of DPS was the best strategy in an even fight. Fighter: Fighter will fight enemies fighters, bombers, and strikecrafts, they will also tend to cover friendly bombers from enemy fighters, And yes, they can also be shot down by P. After gaining flak batteries any other form of PD becomes obsolete. Apr 19, 2023. Flak has higher tracking and gets a bonus to shield pen and shield damage, as well as a reduction in armor damage. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. It's even worse if multiple missiles are aiming for the same target. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. 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. I don't even add PD to my hanger sections to save minerals and power. 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. flak is supposed to prioritize strikecraft and PD prioritizes missiles. D and Flak, They also attack-run large ships, Which deal lower damage than bomber, Fighters use laser guns, while bomber. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Driven Assimilators can now assimilate other machines after taking Synthetic traditions. 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. PD, Flak, missiles and hangars to rush in, the same way you described it. Ok so point defense weapon can shhot down missles. This seems to line up to Missile defense (Point-defense) as well. kineticdreamss •• Edited. Flak is kinetic so better vs shields. I thought to myself that the major planets (Pluto's disputed status notwithstanding) would mark the hyper-limit for. Cruisers are good because the power spike over destroyers and corvettes is massive. 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. My understanding matches yours. Flak vs. Fleet C: Corvettes same as Fleet B, but now destroyers are all using PD, split between Flak and Sentinel. but they don't. Star Wars space battles are World War 2 naval battles with a space re-skin. PD starts with 10 Tracking and ends with 30. ago. classic torp are extremely energy/cost efficient deal insane damages but are easily countered and ignore shield. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. . One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. AI spend nearly 30% of the total fleet on corvettes, and another 30% on frigates. They buffed torpedos amd missiles, so you gonna need more pd. My current understanding is that pd is better against torps and flak. 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?. Stellaris. Excellent work confirming that pd is bugged. Barrier is 2nd level of energy PD (that was in game always), guardian is 3rd level of it. Both have the same Accuracy. I just built a couple of sets of destroyers, one. As probably most of you know. It does more damage and has longer range, so can eliminate missiles faster and from further away than PD (whose range is so short that sometimes it cannot kill a missile) Against other ships, it functions similar to a weak medium autocannon. Flak has the tracking to be effective against Corvettes with early-game tech; this will allow the flak to deal meaningful damage to enemy ships while their missiles reload (or if they don't use missiles at all). Let us begin. 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. In fact; the best Corvettes early game (by a decent margin) wield flak. However, seems to be a lot of talk that point defense just wrecks them and makes them useless. It only works against the crisis (Contingency, Unbidden, or Scourge). Plasma is -75% to shields but also +100% to armor and +50% to hull (if I'm remembering my numbers correctly). Elite Rice Farmer Feb 13, 2017 @ 8:57pm. Destroyers are more flexible compared to Corvettes. 01. PD has -75% vs armor but is normal against everything else. It cannot cover entire fleet. If it only 2 cells it will be more logicalStellaris. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. PD also travels instantly. Flak has better tracking; PD has better damage. And despite being tailored for shooting strike craft, flak will also shoot at missiles if they come in range. More range and damage than the dedicated point defense beams, and they still track well enough. flak is supposed to prioritize strikecraft and PD prioritizes missiles. There's no in between. You either have "enough Point Defense/Flak Cannons", or "Not Enough". shields: 18. 00 hit. 0 / 0. It all by feel. Also, part of the big problem is overkill. Explosives hit extremely hard for their weight class and strike craft are pretty versatile. e. You might as well also have the flak/PD. Ship fire rate and range are still important, I think. But it require to kill Scavenger Bot. Thanks. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. 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. One poster had stated while in the past Flak Artillery was unambigiously the best PD weapon system in the game. PD has 25% more max damage (but the same min damage) vs Flack - at all 3 tiers. 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. 10 missile corvettes vs 10 PD corvettes doesnt go so well. - XL weapons are poor vs corvettes and destroyers, good against cruisers, and superb against anything bigger than cruisers. 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. This is atop the fact they render all PD 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. But Flak's greater range and accuracy are still its main advantages over PD. In the beginning of the game when useage of larger vessels isn't common, would Flak be useful? I haven't played since patch 2. Yes, flak replaces PD entirely in my builds. As a fleet 3. Against a 60% evasion corvette, flak does 2. Flaks are good at targetting fighters, and I suppose smaller ships. A couple of weeks ago I asked about the differences between the PD series (from the physics branch) and Flak series (from the engineering branch) of piont defense weapon systems. 5 seconds, the firing speed of pdd is 0. That's the difference. Role: Mass. 8 "Gemini" update and the Galactic Paragons expansion. armor but fails to kill, so the KA artillery would hopefully target any exposed hulls. 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. (Also convenient when you're sending small squadrons to scoop up. Accedi Negozio Comunità Assistenza Cambia la lingua Visualizza il sito web per desktop. GW/SC/PD/Flak Wonk. But how does the Flak do damage? Is it one. 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. GW/SC/PD/Flak Wonk. Then battleships do the same thing again. H-slot is a fair replacement for Flak; PD does okay vs. Im aware that all around flak is the better choice But anecdotally it seems the PD handles missles a lot better than the flak. True? Σύνδεση ΚατάστημαFlak or PD and does Strike Craft useful ? :: Stellaris Discussioni generali. Single battery is worse than dedicated phaser PD -- but only for 1v1 scenario. GW/SC/PD/Flak Wonk. This is baby's first try at baby's first ship builds. Mono-cruiser fleets are totally viable. Point Defense is optimal for missiles, Flak is optimal for fighter craft. As a bonus flak does low but existent damage. Flak vs. [deleted] •. Once you break through shields it's practically useless though. 5 Flak Battery to kill one strike craft per day (the respawn timer for the strike craft). Flak guns apparently shoot down strike craft, which I could care less about since they are useless. There was also fairly vague statement to the effect that. Missiles, disruptors, and normal weapons alike. . 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. Stellaris Real-time strategy Strategy video game Gaming comments. Destroyers counter corvettes. If you get cruisers before an enemy, you get a free war. . Don't waste your slots on PD, missiles, strike craft, different ranges of weapons - don't waste your time on any of those. I've been using point defense on my corvettes and they catch most of the missiles. " 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. If you go with hangers, the starbase will likely lose regardless of enemy ship configuration, because strike craft.