

(Especially good with range boosts and can also slightly support your primary weapons.) I always leave point defence weapons (as well as low flux cost, non-ammo-limited secondary weaponry) in automatic fire mode. Speaking of point defence, I like to use a lot of it, either kinetic ones that can double as close in shield-pounders or PD beams with longer range for area control and mutual support in the fleet. I don't use missiles much, not liking finite ammo in longer engagements and their tendency to either bounced off ineffectively off shields or be shot down by point defence. I don't like beam weapons because they do soft flux - in other words, flux damage that the enemy can bleed off without even dropping their shields.

Strafing - moving sideways relative to your heading - can be quite powerful when at a distance, where you may be able to evade hits rather than taking them on your shields, if you can pull it off. Of course, if you outrange your enemy, you can often just leave the shields off and pound them until they're either forced to drop their shields or get overloaded, which is of course your opportunity to do real damage. That's the core loop of combat, at least for me. So a good (low) flux ratio means that you can go in, shoot at your enemy and then hopefully retreat far enough to safely turn off your shields and possibly even vent before going back in, hopefully before the enemy can do the same. In other words, if your ship's flux ratio (I think that's the term, anyway) is 0.6, that means that for each incoming point of damage, while your shields take the hit, you'll instead take 0.6 flux. One thing you'll want to pay close attention to is the shield flux ratio - it's basically a multiplier of the damage taken that you'll take as flux if hit. Accordingly, I prefer high-tech or midline ships - the former have a higher risk factor due to having so little armour, while the latter are generally more balanced. Other than that, range is of vital importance - if you can engage the enemy at a range where they can't respond, or not do so effectively, you're pretty much set. Regarding Starsector combat, I think that energy-based armament are a good bet if you don't want to optimise too much - they're decent against both shields and armour, so while you won't be optimised for either, you can at least deal with both.
