The interesting part about the chart is that it shows that for SMALL anti-fighter guns, no more than 5 antimatter blocks in a cluster are required to completely destroy a single structural block.
so, in order to maximize shielding, destroy a nice cluster of blocks, still maintain a decent turn speed and have relatively decent armoring, shielding, and power, and compensate for AI \'near miss\' mechanics, it would seem that a small turret should have a minimum of 4 small 5 block \'blasters\' arranged in a square (although 3 arranged in a line seemed almost as good and 6 in a double line also worked well, although it reduced potential armor power and shielding for a standard turret block) seems almost a ideal for a small turret emplacement in a standard overlapping turret zone configuration.
Adding to this is the 180 block \'heavy\' turrets, for efficiently dealing with shields. The shots are much faster and farther range, and i found placing 2 heavy guns in a single turret optimized energy requirements as well as making a quit decent protective structure with good accuracy, decent armor, good shields, and somewhat substandard energy (oversizing turrets to produce longer energy block chains appears counterintuitive)
It looks like we may have some sort of standardization of turret classifications in the offing. large 2 barrel turrets for shield destruction, small 4 barrel turrets for fighter destruction. If more fighters start packing armor, it MIGHT be worthwhile to build 28 block \'medium\' turrets to ensure armor obliteration with each hit, 4 clusters of which (along with protective and energy systems) could still fit into a standard turret block.
Missile system efficiency seems to be a bit more nebulous, although I have discovered that single-barrel missile arrays using dumbfire missiles actually seem to be more effective at dispatching capital ships than guided or heat seeking arrays... missiles of all types against fighters seem to be almost universally ineffective. Thus, the prior \'heavy turrets\' could be easily converted into 360 block dumbfire arrays that fire quickly (for a missile) for dispatching capitals.
So, in essence, a reasonable distribution would seem to be (per unit) 2x heavy turret, 1x heavy missile turret, 4x medium turrets, and 6x light turrets (ratio) for maintaining decent combined-arms protection against incoming ships.
In the spirit of this ratio, I have designed all of the above turrets (trying to maximize armor for heavy fire areas while maintaining other factors) for my light (60 block long) drone carrier with the following:
4 heavy turrets
2 missile turrets
8 medium turrets
12 light turrets
Even without deploying the drones (Which seem to be far less powerful than their turret equivalents), I was able to destroy several pirate-piloted ships of mass far superior to my own found here in the ship blueprint section (even \'very efficient ships\' with little wasted space that were upwards of 16x my blocks and often more than four times my cost) as well as several fleets of various sorts of pirate-piloted fightercraft (from drone miniorbs to 20 block long fighters) sometimes at the same time while dealing with a pirate space station....
On the whole, despite the AI\'s shortcomings, I am pleased with the use of the chart\'s efficiency notations. Thanks
Is there a chart like that for missiles?