no pulse guns, they are rather worthless in my opinion ( others might like them though )
no mortar, and if you really need - one heavy mortar - although i d not really recommend it.
no secondaries
no solaris
no cerberus turrets
on the persephone ( 13 turrets ) i currently enjoy
- 10 primaries
- 1 HM ( but will swap it for a razor )
- 2 missile turrets
the focus of this ship is to fight nomad battleships. - 10 primaries drain the powercore, but in a controllable way. - 1 heavy weapon is all you need, cause the primaries are doing the heavy duty job now, too - and better.
2 missile turrets ... never underestimate the power of blast damage. - you don t fire them on a ship that is currently shielded ( just like you don t really waste a HM on a shield ) - you fire them when your target is deshielded... AND you also make sure that you subtarget something valuable ( bunch of turrets for example )
the nomad battleship is a vanilla ship - henceforth it has a "perfect hitbox" ( one that fits ) - which also means that its turrets are vulnerable to hits.
2 missile hits destroy a turret ( provided you subtargetted ) and even a nomad battleship cannot always spin out of the way of the missile ( and they got no flak to defend against missiles, nor does it have a CD to shoot it down )
missiles are awesome - and one of the only really nice cruiser defense ( provided the cruiser knows what he s doing )
what you need to make sure it to mount turrets where they are most effective.
for example - mount a RAZOR turret as much in the middle as possible, cause the auto-aim works from the ships CENTER. - so if you mount them at the nose of the ship, you ll miss.
secondaries are indeed very good turrets - just not on the juggernaut - where they barely fire further than the ship itself. - but on a smaller battleship, they are a real alternative.