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As for the arc emitter, cloud lightning and disruptors.
If you're unlucky, all those weapons only do like 1 damage per hit.
As they're minimum damage is 1... XD
Likewise, for shield heavy armor thin enemies, you want weapons that ignore shields to deliver much pain.
Or if you face a mixed grabbag and can't optimize your forces in between fights, being able to batter down shields and crush armor usually means you can output lots of damage reliably.
Many full penetration weapons gamble on damage, or being able to hit. That said, if you have enough of them they can be a decent one size fits all. OTOH if you play a human and they spot your loadout they know to max out hull and regen and optimize against your preferred defense.
those weapons are useful against specialty designs that have way more armor & shields than hull hp. like fallen empire ships - they have huge amounts of shields and armor compared to the raw hitpoints, so it makes sense to use specialty weapons that bypass their defenses and go for the hull directly.
generic AI ships will usually not have such a skewed hull:shield:armor HP ratio, so the longer range and higher overall damage of generic weaponry can compete with penetration special weapons.
I don’t know how to check DPS.... still somewhat noobish here.
Thanks, got it!
Take note that IMO this type of long range weaponry is extremely efficient at dealing with starbase, especialy the ones with no +50% range module. You just need to use a ship type whose computer allows to stand far away and snipe freely. Starship has one and X slot electrical is the best for it because you can stay at the farthest range (150) and still attack but it's a bit expensive for this use I'd say.