BwenGun! I remember that name from one (several?) of Blue Emu's AARs on Paradox forum. You were at Wolf 294? in Ad Astra?
Wow, thats a blast from the past! Yeah that was me, I was hanging around the first couple of Aurora AARs that Blue Emu ran over there and its what first introduced me to the game, and a great deal of time well spent trying to do complex (for me) math on how to optimise stuff.
Your 25 cm laser turret has a lower tracking speed than your base tech, that seems like it might be counterproductive...though it might wind up being ignored? I'm not sure. The gauss turrets having higher tracking speed than your BFCs can support is also not currently useful, though it might facilitate a future refit with improved point defense BFC.
Future refit it very much in mind with the Gauss Weapons, in universe the reason is that the design board wanted PD Turret rated to target the navy's own missiles at 20k+ km/s, but delays with the fire control system development led to an aspirational tracking speed on the Gauss turrets.
Is the Lightfoot & Massare Technical LRL-38K-R4 Fire Control Computer a single-weapon BFC? It seems like it could be, at one each for the spinal gun and laser turrets.
It's a multi-system fire control, but for fluff reasons I wanted to have each turret have its own fire control, along with the spinal weapons, with the idea being that if one or two fire controls are damaged/destroyed remaining can take over.
You might want to look at new mechanics relevant to your AMMs, if the SAMM-1 Mark 2 'Kopis' Anti-Missile Missile has the large unitary warhead that the stat-line suggests. As presented, it's going to go against peer ASMs with a <15% hit rate, which is not promising at your balance between offensive and defensive launchers.
I'll definitely have another look at the AMMs, thank you! Missiles are one of the things that have had the biggest change since I last messed around with the game so I've very much been feeling my way in the dark.
Given their size I'm guessing there are some tricks under the hood in your ASMs that don't display in the stat line?
They've got 2 Decoys each which I don't think shows on the stat-line?
Overall I'd call this ship very slow for a warship of its tech level, especially one that wants to use beam weapons.
That's fair, part of that is a side effect of having so many systems and the additional weight of RP components which is kinda integral to the whole design ethos. I think if I was making a similar ship purely for a playthrough (and without the RP components and excessive system redundance) I'd cut back on missiles and magazine space and then increase the engine size.
Thank you for the input, very useful!
And here I am, desperately trying to fit 20 size 6 missile launchers in a 10,000t hull...
Now, the question is. Can I take it down with a force 1/3 it's size and 1 tech level below it? Off to a drawing board...
Haha! Half the fun of doing RP heavy ship designing is that its really easy to justify cramming ever more stuff onto it. As to taking it down, I suspect as long as you're got the speed to stay out of laser range you'll have a good shot, but the relatively heavy armour belt and system redundancy should at least make it a drawn-out engagement.