After the onset of Crayter's Carrier Helios siege, it was apparent a much more suited weapon for this kind of fight is required. Unless, a station would like to enter cruise or something. So far, most of the Maltese there used their Cerberus weapons as they have the best damage potential at a cost of their speed, which is not a problem. At the scene, there was one Ranseur ship that used some kind of unknown weaponry with quite slow projectiles that tore the Carrier's hull quite well and could fire from afar without having to worry about Carrier's defenses.
Back at Malta, inspired by what i saw, i took old few Cerberus turrets i had lying around for spare parts and changed weapon's delivery system into a smaller one so i could expand recombination room, giving emphasis on range and power rather than speed, this time. As a Siege weapon, it has zero need for its own basic radar system and can completely rely on ship's own scanner array, further creating more space, this time for electromagnetic part that ensures the particle does not touch the walls of the barrel or inside of the recombination room.
Some "tests", if i can call them so, ended up in weapon heating up quite a lot, due to projectile's slow speed, and throwing active/passive heatsinks at the weapon made it bigger and unwieldy. Even after that, i still had to decrease refire rate due to the constant build-up of heat that would eventually tear the weapon down. Range is much better, but at the cost of aforementioned refire-rate and having to supercharge the particle for it's longer range use. Which increased weapon's power usage a little compared to standard Cerberus weapon.
Apart from the usual electronics/programming stuff. Due to it's size and weight, special made Super Alloy holding rings had to be ordered to not let them fall off from the ship, haha.