With your 2nd generation Quad Gauss cannon:
Say there are 2 missile salvos, #001 is 3 missiles and #002 is 6 missiles.
Your Quad Gauss fires at #001 and destroys all 3 missiles using 8 shots, does it then switch to #002 during that turn and fires the final 4 shots or will it not be able to?
I am not at home atm, but I created a few testbed lasers and turrets and came up with a 5k ton patrol destroyer that has a single 'Triple 12cm Near ultra Violet Turret' which has C4 giving it a 5 second rof. I power it using 2 reactors each giving 6 power, that way if one gets taken out the other might survive the damage and continue giving me something to shoot with.
iirc it has 120k km range and I think I gave it a tracking speed of 12k km/s. 50% effectiveness is 96k km I think.
With 6 armour and 6 shields and 5k km/s speed my thoughts are for jump point defense and jump point scouting. The triple turret doubles as both PD and offensive weapon, depending on the circumstances.
I actually just had a fight with an NPR 2 days ago where I was using my 10k ton missile cruisers. I jumped into the system (I knew the NPRs were in system) (with 1 CA, 1CE and 1 SCL) and within the same 5second increment that I jumped they hit me with 8 ships worth of plasma cannonades - they were camping the JP!!
So, on the next battle, I am going to bring the DDs and see about keeping them at 96k km whilst going to rapid fire on the triple lasers
(sorry for thread hijack!)