ORIGINAL: ShadowB
In theory, railguns should be useful against the massive fleets of the legendary pirate clans, to throw a wrench into their frustrating hit-and-run attacks. Shield penetration could cause enough internal damage on some ships to slow them down and prevent their escape.
Regarding Rail Guns - I've experimented a little with using rail guns on fast ships (especially with the Sluken) in the early game with good results. I prefer longer ranged weapons on stations though. I plan on adding a tractor beam on my destroyers and up. Graviton beams might work well with them too since they also bypass shields, but I haven't tried them yet.
Regarding Area weapons - From what I've read here in this thread, it sounds like the main problem with Area weapons is that they don't fire if a friendly is in the blast area. I might experiment some with combining them with tractor beams on a station or using them on an ultra-short-range ship with several other ships that only have long range weapons. Unfortunately that would require manual fleet creation to work right (I've been using AI fleet creation without any difficulties). Devs, I'm curious if you've considered changing it to a "cone" type AoE weapon. Such a weapon would be far less likely to find itself unable to fire due to the proximity of friendlies.
Torpedoes vs. Missiles - I agree completely that the torpedoes should not "catch up" in range as you progress down the tech tree. I think the relationship between torpedoes and missiles at the beginning of the tech tree should be maintained throughout. The torpedoes are heavy hitter specialists, while the missiles are (should be) long range specialists. As it is now, once you move beyond the Epsilon torpedo, you can forget missiles. The missiles are useful early on because of their range, and the game takes that advantage away from them. The torpedoes even get faster movement speeds, which seems backwards as well.
Fighters - Lots of fun. Great when combined with long range weapons. Great for spaceports as well. The races that get a bonus to military ship construction size can make better use of them, or at least a lot earlier. When I go fighter heavy I usually put one fighter bay on each cruiser in addition to having a carrier design. Early on, if you don't have access to Chromium, you can still get some torpedoes by using torpedo bombers.
