We've had several rather spirited discussions about Gauss vs. Rail efficiency on the forums, but Steve's changes to the way beam PD works has thrown all of that out the window.
I've had a bunch of time to play around with my new PD calculator, which you can find here:
https://aurora2.pentarch.org/index.php?topic=13619.msg170874#msg170874, and I've encountered a few rules-of-thumb by playing around with 10cm rail vs. full sized gauss.
There are a few assumptions that need to be made to compare PD efficiency:
1.) Trying to block every shot with final fire PD is massively sub-optimal when anywhere near tech parity with your opponent.
2.) Crew and MSP costs to account for the 1% misfire rate must be considered when comparing HS efficiency. Because it's not reasonable to just assume you're firing the weapons to stop a single volley of missiles, as a baseline I'm going to consider MSP costs (in HS) to fire against 10 separate volleys (Defined as a # of missiles striking the fleet in a single 5s increment, independent of salvo size) of equal size. For note, you can fit 400 MSP in 1 HS storage.
3.) Capacitor 3 is used for railguns so you are never caught with your proverbial pants down.
I'm going to go ahead and assume forum user bean is correct when they said that due to the changes, there is no reason to use less than full size gauss as there's no way to catch the upside of the greater variability.
This has us comparing full gauss to full 10cm Rail. Since we want greatest efficiency, we'll use quad turrets to get a 20% discount on turreting costs.
Catching leaks falls to CIWS and/or shields. Both systems must be added per-ship, so are inefficient from a HS consideration. CIWS is also expensive to fire. A single setup is twin 50% shots, so equivalent to a more swingy single gun turret, and the BFC range is capped to 30kkm, meaning it's chance to hit will be reduced compared to your beam PD. With CIWS, you pay for better tracking and you pay for ECCM on every setup. At Ion era tech, it costs approximately the same amount of MSP to fire a CIWS as it does a full size single gun gauss turret.
Shield tanking on recharge alone is very difficult unless you intercept most shots and you have good recharge. Still, at very low leak %s it's cheaper to catch the periodic leak with shield than CIWS, especially since shields help against beam weapons too.
That gives us 2 theories for optimization.
1.) Compare Rail to Gauss with similar leak % rates (I've been aiming for 2-5% in my tests).
2.) Compare Rail to Gauss with similar total CIWS needed to catch the leaks.
The first one is volley independent. With similar leak rates, you will need similar CIWS totals regardless of the number of missiles downrange (as long as you have enough shots to make the set number against every missile).
The second one accounts for the fact that it takes a different total number of shots to hit a missile between Rail and Gauss unless you're already moving at 4x tracking speed. This allows you to make less total shots, relying more heavily on the CIWS to pick up the leaks, especially if you can keep the total CIWS needed to 1. It also is very volley-size dependent. Bigger volleys mean bigger total numbers of missiles needing to be killed by CIWS. This is useful for low-volley sizes, but against spoiler missile spam you're going to be in for a lot of hurt.
Given the above, I'm going to compare systems at similar % leak rates.
Looking at the spreadsheet, we can see very quickly that it is MUCH cheaper to fire a railgun than it is a gauss turret, even when considering that misfire is rolled per turret, not per shot. We can also see that as railgun range techs increase, it gets more expensive to fire. Generally speaking, Rail becomes more expensive than gauss somewhere around 60kkm railgun range. While better gauss tech does increase turret cost, you need less total turrets to shoot down the missiles. Gauss 8 rolls for misfire half as much compared to gauss 4 without being twice as expensive (though close). Gauss range does not affect turret costs.
Finding 1: As long as we keep railgun range below 60kkm, you will get more longevity out of a railgun vs. a gauss turret if you are MSP limited.
Assuming your turret gear tech always stays at parity with your BFC tracking tech, the final thing that matters is your vessel speed vs. the gauss tech. With it being cheaper, as ship speed approaches 4x tracking speed, the better and better railguns get. even at max gauss tech, 8 shots at 300HS is equal to 4 shots at 150HS, and Gauss is always at least twice as expensive cost-wise.
Finding 2: In all cases, if you can go 4x tracking speed, always use 10cm rail, assuming 4x shots.
Likewise, at a ship speed at 2x tracking, you'll be at parity with Gauss 4, after 10 volleys, so long as you are using railguns with 10kkm range. If you up the range at all (assuming capacitor 3) railguns get more expensive initially (but will ultimately win the MSP game for long protracted missile defense)
Finding 3: If you are at ion era techs and your doctrine does not involve high speed fleets (>2x tracking speed), gauss should be used.
Finding 4: At Gauss 6, rail becomes superior at 3x tracking, so long as you keep with 10kkm range railguns.
Finding 5: In nearly every near-parity case, Rail becomes more efficient after 20-30 volleys, so long as railgun ranges are kept low.
Do note that I have not included missile decoy considerations on the attacking missiles. My hunch is that railguns
may be superior only in that more shots = more chances to actually target the real missile, even though your % chance to hit it is lower, but I have no data to back that up.
Final Considerations:All of these comparisons have been in cases where we didn't have to worry about total ship size. As we are all aware, the faster we make the ships go, the less payload space we actually have. Achieving 3x tracking speed on a beam ship leaves very little room for guns unless you are making significant sacrifices elsewhere. Attempting to get a large number of railguns on fast ships will have you building many more fast railgun ships (with all the associated costs) than you would a slower gun barge with gauss turrets. The ultimate efficiency test would be to find out how many guns you can fit into a ship, and consider total BP cost of the ship vs. % of the total PD power that ship represents.