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This game is strange. Most tie 2 defend is junk.
Like large shield equal junk.
Flak equal junk.
I don't really think it's all junk more that everything has hard counters. And DPS scales a lot faster than defenses so fights against larger ships/fleets makes you feel like you got tissue paper hull.
Tried experimenting in Creative vs some of the end game ships 2-3M cost. I noticed they tend to favor 2 weapons above all others. Ion and Missiles.
The Ion ships tend to be the spinal mount design with massive shields and armor down the middle making it really hard to 1v1 them without the beams slicing you in half as several Large shields still only last seconds. And some of the Ion Boats have so much PD that missiles can't really get through unless you have serious heavy amount of Missiles.
The Missile boats launch a few dozen missiles, including Nukes, and simply overwhelm PD on most ships. You pretty much need heavy dedication to PD/Flak to counter or else your toast. But if you have enough PD they are easy pickings because they often lack much else in terms of weapons.
Basically as the game progresses up in ship size it seems to be better to focus on a primary weapon type. As no enough missiles means against decent PD ships they aren't getting through. And larger ships it's easy to toss on a few PD. Ions are expensive and their ability to combine means you can get some insane focused DPS. The Lasers and Cannons tend to be more on Small and Medium ships though.
My main ship is a tank with cannon, armor and small shields. There are 7x2 pd front facing side. But they usually are not able to fully prevent missile hits.
I used to use flak guns but they are truly useless.
With 7xw pd I will say it prevented 40% nuke and emp hits. With flak it about 25% effective.
It all by feel. Cause I tend to need to replace flak more often then pd..
+ the big hole cause by flak gun is horrible. Why the hell falk need so much space. If it only 2 cells it will be more logical
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. a significantly more efficient flak, or make flak autonomous as well (with more ammo instead of charge)
The PD do have a benefit of rapid fire and not needing crew. So against a large missile swarm I can see PD being more effective. Especially since it requires far less crew to simply recharge them vs the Flak's 2 crew per gun and needed ammo supply.
The real problem is the narrow field of fire preventing side-fired missiles. Side-oriented flak could possibly help there, but I am worried that the narrow field of fire means missiles with enough speed can just zip past the damage zone before taking enough damage to get destroyed.
Maybe the ultimate setup for flak defensively would be from a diagonal build. You lose the ability to frontally defend against shots, but you gain great coverage against missiles, which as mentioned above, is one of the larger threats late-game ships pose.