When they patched the cannons, it was plain to see they were not as useful as phasors, which you get sooner anyway. Everone stopped using them in SG and MP games, that was done for a reason.
I've never played MP and don't even know what SG stands for, nor care, so I cant comment on why those who played these made the choices they made. Or whether your depiction of what weapons they use is accurate. In my single player stock games against the AI, I never found phasors did as much damage for the same space as the other equivalent or higher level weapons. By late game, my plasma armed ships rolled over everything the AI sent against them. I could put 4 heavy, enveloping plasma on a cruiser and with the hitting specials, it would be enough to take down any ship the AI sent up against it. Odds of 3-4 to 1 against my ships still would result in few or no losses to my fleet. To vary the game and make battles more interesting I would arm ships with different weapons and vary the tactics, since arming everyone with plasma and zapping the AI became the same battle repeated endlessly otherwise. It was like playing Civ3 with modern armor armies vs warriors
(but not against spearmen - that would still be suicidal
).
Shield envelopment is not worth anything as you have no need to destroy all four shields. It is not like they are going to be able to turn and face you with front, left side, right side and rear, before they are dead.
Often I find it necessary to get at the ship from several directions. Having to knock down the shields all over again in another sector is twice the work. Being able to remove all the shield at one stroke saves a lot of micromanaging a battle. Often I have multiple ships attacking the same ship from different directions, for various reasons. I like to play around with different ideas, not just point a bunch of weapons and blast them out of the sky. Got bored with that same old same old a long time ago.
The enveloping is also very good to use on orbitals, since they
do rotate each turn and bring a fresh shield to face you. Compared with shield piercing, it's a much more powerful and versatile mod. There is nothing that stops enveloping, like hard shields do to shield piecing. And plus, once the shields are gone, the damage done to the ship is equivalent to that of autofire and mirving.
In one recent game playing an uncreative race, I really got shafted in weapons and computers. I did have gyro destabilizers and assault shuttles. So I armed a lot of ships with these. I ran the ships towrds the AI line, then fired off the GDs to turn the AI ships facing away. This was so they wouldn't be able to use a lot of their beams that first round because many of these only fired forward. Then I unleashed the assault shuttles. It worked, the AI ships only were able to fire off maybe half their beam weapons (had they been able to fire everything, my inferior fleet would have been in a lot of pain) and the assault shuttles captured most of their fleet. What remained was easily taken care of by the other armed ships in my fleet. Even usually crap weapons can be put to good use.
Anyway, the thread is about the best modded weapons to use in ideal situations in the game. The best case scenario, not the worst case of being stuck with the lousiest techs that uncreative can throw your way. Obviously, given the latter situation, you have to use what you got and change tactics accordingly.
I doubt one could count on the races to have titan or any later techs for me to get, but I do not allow trading as it is too strong for the human. Yes you could steal it, but why bother?
I wasn't talking about tech trades, but spying and conquest to get the techs. Spying sometimes is very fruitful, but mostly I don't spy on an AI until I'm ready to attack, since all too often they found out and declared war before I was ready for them. Now I mostly use spying
to get them to declare, then I get their techs through planet conquests and ship captures. I've acquired as much as half the techs that way in stock games of the past when playing an uncreative race.
Can't really remember much about the fleets on Antares as I have not bothered to go there in years. By that time I just go ahead and eliminate everyone. What I do remember is they have a fair number of ships all with X armor and other special techs and a massive Star Fort.
It's been a while since I've taken a game to that point since I've been mostly mod testing the last few years. The fortress was the toughest nut, but there were 2-3 large ships, plus a cruiser besides. One stellar converter shot on each is enough, but you need the initiative. You don't want them firing first, like the raiders do during the earlier part of the game.