You are most likely correct and now that im playing a mix of hard and medium opponents ill have to adjust my strategy now.However all hangers worked really well on easy opponents or on a mix of easy/medium.I wish i had the time to play multiplayer. I need to convince a friend to buy it. I always find it really helps with finding holes in your strategy that AI might not exploit.
I'm all for Multi-player co-op if thats the kind of game you're looking to play Multi-player. Add Dairuka to your X-fire, and we'll talk about setting something up.
Turrets by far are the most effective against Siege Frigate Spam - even two turrents in range are capable of decimating an entire squadron
(Up to 5) of siege frigates in no time. Three turrets in range can take down ten siege frigates without breaking a sweat. Plus, with the proper use of Repair Bays, the turrets will be darned resilient too against even the largest fleets. Making this choke point last much longer than any other will.
Multiple Repair Bays are particularly effective at prolonging the life of a Planet, with enough tactical structures laid down.
Hanger Bays sadly seem to suffer from what I call "Glass Cannon syndrome". It's got the power, sure; but if it takes a hit, it shatters. Thankfully the AI will target the nearest priority tactical structure first; meaning if you keep your Hanger Bays hidden away, they'll be left for last, and the turrets will take the majority of the damage. Of course, if you get unlucky, they may just target your hangers anyways. Then it's all over.
So to that end, I'd rather have three to four turrets strategically placed in range of incursion fleets at any given time around my planet's front line
(Covering up to 70% of the planet's gravity well), with multiple repair bays over-lapping each other, with one or two hanger bays, followed up with a squadron or more of extra fighters from an impossible to kill source
(Carriers hidden way out of range, and capable of retreating, or phase-jumping to backup other planets if necessary) to fend off the LRM's - than I would with 10 fighters and six bombers, a single repair bay, and a single turret,
(35 Tactical Cost in all.) backed up by easy to kill Light Frigates and Long Ranged Frigates that'll invariably cost you even more than a Capital Ship Carrier
(Cap wise, and resource wise) would to actually be effective.
Factor in how long it takes for groups of ships to phase jump properly, and you'll find that Light Frigates and Long Range Frigates are absolutely horrible to have in a mobile defense fleet, since you need a large number of them to be effective. It doesn't take long for Five Carriers, and a Capital Carrier to phase around.
(5-7+ fighters/bombers to backup any given planet within two phase-lane hops in less than a minute.)