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50% shield penetration is just about the most useless bonus in the game, imo. you'll still remove the whole shields before the bull reaches 0, so that bonus doesn't really do anything.
in my experience, flak is better than PD. flak has much longer range and will kill most strikecraft before they even get a shot off. and flak is still semi useful when there are no strikecraft or missiles to shoot down. their dps isn't great for a medium slot, but still better than a super short range PD that won't even shoot at other ships until the fleets are practically entangled in a melee brawl. plus you can put flak on cruisers and battleships, so you can phase out the wimpy destroyers.
Penetration ignores shields.
All things considered. pretty awesome all rounder weapon. Usually use them in corvettes so they have some bite to them.
this
with that OP stuff, you can actually design battlehips and cruiser that have more shield points then hull hit points if you fill all utility slots with powerplants and shield generators and no armor slots.
even in that extreme case, it's still borderline useless.
a battleship with that configuration has 3000 shields, 2400 hull and 55% armor (baseline, no additional armor slots). 50% armor penetration means that the armor will actually only absorb half of the normal damage, so that battleship has about 3060 effective hull points vs. 50% armor penetration.
by the time the shields go down, the part of the damage that bypassed the shield will have the ship down to almost 0 HP. if we factor in some shield regeneration, the ship will actually explode before the shields are depleted.
but that's a very extreme build and i've never seen an AI using such a ship configuration. they'll usually have something like 1200 shields on battleships (or less) in the endgame, so the shield will be gone long before the hull is down. which means the shield penetration didn't speed up the killing process at all.
imo, they are highly overrated. i can't think of a scenario where matter disitegrators are better than a more specialized combination of other weapons.
Or any kenetic weapon in the entire game.
How do you manage to have shields like that without cheating because that is impossible unless you have hyper shields and they are still at the starting weapon level.
Right now, you can realistically have 60-75 regen on battleship, but that's about it. Still not enough to negate damage of one enemy battleship... or even a couple trop corvettes.
Ad for desintegrators in general: they mostly save you time and hassle of re-fitting your fleet to counter the enemy. Good as they might be, kinetics will struggle with heavily-armored bettleships.
Hulls don't regenerate anywhere near as fast as the hull, even with stacking an admiral with emergency repair, living metal and regenerative hull tissues on a battleship.
So while you are right that the shield goes down slower, that doesn't really matter because you don't have to deplete the shields when half of the damage destroys the hull.
Half your damage will bypass the rapidly regenerating shield and destroy the hull instead, and the armor pen means it's going to pack a whallop doing so.
They may not be the most effective weapon to go all in on (due to, as mentioned, half damage being wasted on the shield still) but it is one of the more effective anti armor weapons that can shred ships that rely on shields only. If a ship is 80 % shield health/shield regen and 20 % hull, having 50 % of your damage directly bypass the shields and ignore 50 % of the armor on those 20 % left over defenses, you're going to be very effective.
Now: the shield regeneration doesn't mean your ships won't take losses, but against any enemy that has to go through your shields first, the further in the fight you are, the less ships you will lose to the enemy. In the initial volleys and for quite some time after, the enemy fleet will simply overpower shields almost immediately, but as both sides take losses, ships with shield regen will absorb more and more damage before going down as less of the enemy ships remain to damage your ships, but each ship still has the same substantial shield regen they did at the start, regardless of how much hull damage they may have sustained.
So the farther the battle progresses, the less any weapons that need to overpower shields will actually help you. This is where disintegrators come in - they are pretty useful at the beginning when massed volleys kill ships outright, and only get more effective as the ship numbers sink and shields start to become more important.
That doesn't mean there aren't better combinations for various types of enemies, but none of them are as effective against everything. Disintegrators are equally effective against armored and shielded targets - or fleets comprised of mixes of both.
It is a one stop drops all choice for a weapon that allows you to be reasonably effective against everything, and you can STILL combine them with ships that are more specialised.
That's just my impression, though, I haven't done any experiments with my fleets to confirm it. (I just reasoned it out ^^)