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1) Great as missile boats at any point in the game.
2) I like them to escort non combat ships
3) Make good scouts and early warning systems
I usually keep a SINGLE design for each class. Once in a while when new tech arrives (battle pods, weapons, shields, armor), I do a redesign. Refit if possible and the ships are not too far away.
So ... once you would be able to build titans, they are THE weapon. Because just like coyote720 said: Doom-titans are the way to go. Rockets are nullified later, beam weapons due to Neutronium-coating more or less useless.
Since at that moment I have older ships, they are refit, but I stop building them.
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To that style there is only one exception: If you want to overwhelm an enemy who has lots of outputs: build the smallest cheap ship type. Even a frigate as military ship can take a asteroid or boson star output. And run once their main-fleet arrives. This harassment will keep them unfocussed.
Science- and conquest of homeworld-victory also happened several time first. But never the "most points by turn"-condition.
The kinetic titan-mount is fun, because it can one-shot most of the star fortresses/ships. But it becomes boring. The other armament gets sidelined as support weapons.
Edit: Nope it does not have MP.
This "easiness" also came from: just go with all your forces (all arrive at the same turn) to the capital system of the enemy. Since their fleet is split, you fight just parts. So you have a local advantage. And after the head (the capital system) is invaded, the capital moves to the next one. Which is the immediate next target.
Since the capital was also having the most production and population, this trike will also tremendously diminish their defense-capabilities.
After handling two systems, most of them beg for peace.
Earlier I always invaded coming from the border. But this is wrong. Because borderplanets barely have 2 or 3 pop. And leave no dent in the overall production of an empire, when captured.