Did I tell you how much I hate precursors? well, I hate them even more now, why?
I had jumped into a system with a zero colony cost planet, I thought I would finally find an NPR and post about them here, it was not meant to be.
Apparently I forgot to turn on the scouts active sensors, and I ended up with a missile ship and an unknown ship.
and of-course they take advantage of my mistake an fire missiles, its around here I decide I would rather cheat than have my scout blown away like the precursors always do, and teleport him to the jump point, yes, yes I know I should not cheat, but you have to understand that its not fun to order your scouts to explore the universe and then have them blown up just because the RNG wants them to, let alone wait for them to be rebuilt, if it had been an NPR however I would likely have let them blow up the scout, but I will not let those damned precursors blow up my scout for fun.
I haven't even left Sol yet, except that (humorously) disastrous escapade in Proxima Centauri.
And railguns can make decent point defense early on, though the odds of you ending up at war that early are very slim. Their pitiful accuracy can be compensated with their pretty decent rate of fire. You're right though, even low tech gauss on absurdly large turrets (for low tech) would be better than railguns 90% of the time.
Actually, I can't even think of why you would ever want railguns except for early game tech, they're the weakest beam weapons it seems like. They have pitiful range, pitiful accuracy, and don't really do much damage. Unless they're really light or something for fighters, seems pointless to have them.
Here is how I handle everything, Lasers for Final fire and Area point defense ^_^ God lasers are so awesome.
Laser Spam my friend, Laser Spam.
The original hood
My Hood Mk2
My Current Fleet
I know you are going to disagree with me, but your ships are too damned slow, 2000 km/s? come
on! get them to at-least 4000 km/s! not only will my ships be able to run from yours, but if your ships have to run they can't get away! even my biggest ship can go +4000 km/s. so please, for the sake of your crew, give them faster engines or reduce the size of the ship because NPR's will take advantage of this to the extreme, try imagining an NPR missile ship going 3000 km/s, not only will they be able to bombard you from a distance but they will be able to keep out of your range indefinitely, your ships could not even run if they were too damaged.
Edit:
...
This is my first dedicated point defense cruiser. Uses 12 single gauss turrets, which means I can save weight on reactors since gauss don't require power. Very short range, I designed them with size in mind. They're cheap and hopefully effective.
Military Class B Anti-Missile Cruiser class Cruiser 11050 tons 682 Crew 1968.6 BP TCS 221 TH 480 EM 0
2895 km/s Armour 10-44 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 9 PPV 84
Annual Failure Rate: 108% IFR: 1.5% Maint Capacity 1002 MSP Max Repair 77 MSP Est Time: 4.4 Years
Military Magneto-plasma Drive E8 (8) Power 80 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 40.7 billion km (162 days at full power)
Single Gauss Cannon R2-85 Turret (12x3) Range 20,000km TS: 16000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 32-16000 (6) Max Range: 64,000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
This design is classed as a military vessel for maintenance purposes
Not entirely sure how good they'll be, and they take a while to make, but that's partly my fault for not investing in shipyard tech yet. Class A was never produced, after I designed them I realized I hadn't expanded their fuel tanks, they could only go about 50 days without refueling. They're intended to be used in groups, which means in missile combat there are multiple failure points. If a missile gets through and takes out one cruiser, the squad isn't suddenly open to missile fire.
Question about reactors - it says they produce x amount of power. Is that per 5 seconds, per second, or what? My torpedo cruiser has 7 particle torpedo launchers that use 5 power every 5 seconds. I just realized I need power, but I'm not sure how large I need to make the reactor.
Edit: And then I realize the flaw - no sensors.
It could be faster, its not the end of the world if you have to kick off some turrets and have to build a few more, it hurts your entire TG if you have a slow ship, and having it able to run fast makes it more easy to destroy inbound missiles.
as for reactors, they produce power in the sense that its used up instantly, so say you have 4 lasers taking up to 10 power each, you would want enough to produce 40 power.