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Torpedoes deal with the armour and autocannon deals with shields.
When shields are gone torpedoes should have finished armour too.
They both can work on the hull.
That's until the enemy has PD in any decent number.
You could also have PD corvettes, PD-Autocanon-Plasma/Laser.
Not as effective, but will keep your bigger ships save from enemy missiles.
Haven't tried this one myself though, I just go on theory here, but seems a good all rounder.
And you can have a few artillery battleships behind those corvettes.
Is there anything bad about disruptors? It seems like if your close range ships have them then they are bypassing shields and armor and damaging the hull directly
Disruptors are bad if you mix them with weapons that dont ignore shields or armor.
While Kinetic is better overall for taking down shields, we now have Null Void beams.
These are not as effective as Kinetic at base power, but they do synergize well and allow you to focus on Energy Damage repeatable techs, giving your whole fleet increased performance all at the same time.
When I start building my fleets that will last all game, I go for 2 destroyer escorts per battleship. I build one battleship that is entirely Null Void beams for every 4 proton torp battleships. I have never met a fleet that can win against mine even when fleet power of the enemy is higher.
Just 10 range difference. That is nothing at all. Especially when taking out FE starbases and battleships.
And a problem with 2.2.x is that you can no longer slant your empire towards a certain research type outside of the Natural X traits.
So here’s a mad proposal for the devs: move basic kinetics to Physics.
In the current system distinction on three reseach resources does not makes any sence. They should just mesh it all together in "science".
However against larger targets, a combined assault of XL weapons with either kinetic artillery and/or Neutron torpedos will often do more damage versus most classes of ships than just using disruptors + arc emitters.