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(The sheer extent of my knowledge)
2)you can't ignore autocannons' and plasmas' accuracy, and say they are better
3)please never use cloud lightning, disruptors are used only for s/m slots on destroyers/cruisers(corvetts too but they are worst ship type, only for early game), no L-slots involved
4)you can't compare L-slot weapon with M-slot, you have to pick 2 M-slot, or 4 S-slot, basic stellaris weapons slots math
5)never heard of those "uni-weapon lovers", of cource if you use weapons with bonus damage to shield and penalty to armor, you better use at least one of the opposite(except when enemy goes full armor or full shields)
"uni-weapon" is good for penetrating/non-penetrating weapons: you either focus on damaging hull with ALL your weapons, for fastest destroying of it
or go full mix of anti-armor + anti-shield weapons
go full-disruptors or full missiles/strike craft, those that ignore only shield, so it won't be like half weapons already destroying hull, while other half trying to cut through shield for no reason, so your fleets works for half of its potential
6)disruptors are not best for destroying battleships, they are excellent at destroying all previous ships, but at the point when enemy researched and started mass-producing battleships you better have torpedos or artillery battleships
7)biggest powers of disruptors:
a)attacking hull reduces enemy ship's attack speed, starting to reduce it's dps from the
first shot
b)and you don't have to go through all hull points to get rid of the ship - after 50%
enemy ship will try to disengage, reducing total power of the fleet you are fighting with
it has downside though - often enemy lose only small amount of the ships, while other
succesfully disengage, and return some months later
i hope that i wrote my points understandable enough
The major benefit of penetrating weapons like disruptors (aside from the fact that they ignore a large part of your opponent's defenses) is that a ship becomes weaker (loses fire rate) the more hull damage it takes. This means that, for penetrating weapons, from your very first shot you are not only putting him closer to death but diminishing his ability to do the same to you.
This is obviously of no concern to you if your opponent has no ability to fight back in the first place. But in a real war situation, where your opponent is shooting back, you gain considerable advantage by reducing his fighting power from the very beginning of the fight, while he has to eat through your shields and armor before he can begin doing the same to you.
Disruptors have weaknesses, but a poor MTTK in a "spherical cow in a vacuum" test isn't one of them.
for example they are worse against starbases
or if you have 2 fleets that have same speed, but one fleet is full disruptors and another is full missiles and artillery combat computers, most likely missile fleet will humiliate disruptors fleet
The other thing is all you're doing here is spreadsheeting it out. Did you actually test these in game at all? Because when people talk about how effective weapons are in game, they're not just looking at raw DPS on a spreadsheet. They're talking about a number of factors and their actual performance in game. The fact that disruptors damage hull first, reducing the damage output of enemy ships, is not something you can ignore. Their 100% tracking is not something you can ignore. This would be like if I tried to say Warcraft Logs' rankings were inaccurate because Simcraft's rankings are different from it. Except what you're doing isn't even that, it's more "LFR raider made some spreadsheets and said that the rankings are different based on that."
Yes, I think you did, thanks, but...
What do you mean by that? If it means, "as opposed to in game," I seem to shred and fry things all the time with these, so you seem to perceive something's wrong with them, and I'm curious what that might be.
Good point, which is also Kufessa's #7.a. While the focus of my little study was straight-out damage output, this and countless other factors modify the results. This little study was to examine the baseline before all the other modifiers kick in. I think it would be impossible to study all the possibilities of all the modifiers in a battle, which addresses the legitimate objection you raise in your second paragraph. I'm sorry, but what does MTTK mean?
Certainly. I chose the battleship since it has lots of defense components, allowing the shooting to go on for a longer time to make the results clearer. I really like torps vs. big things.
Mean time to kill, i.e. the average amount of time it takes to destroy the target.
I mean, yeah, late game you might be using L-slot weapons on battleships, but you still need to get M-slots (or S-slots if using corvettes) if you're gonna use disruptors. And you can get twice as many M slots as L slots for the same naval capacity.
At the very least, you could have taken accuracy into account. Tracking would be easy to take into account, too, but given the target you set up here, tracking is irrelevant because they all have tracking greater than a base T5 component battleship's evasion. But if you were to make the target a corvette, something the AI tends to spam a lot of in the late game, their high evasion would swing the results hard in the disruptors' favor due to their 100% tracking.
Sorry, but that's just a pretty useless statistic, especially when you then use it to make claims about the general usefulness of weapons.