Do you mean Gravitron "Driver" and not beam? You can always mix and match multiple weapon types in one group that will be fired together. For example, I can put my Gravitron Driver in a group together with Heavy Ion Cannon. In this situation, the enemy ship risks losing all frontal weapons if it ever thinks about lowering the shield.
Since the High-tech class isn't supposed to have a kinetic projectile weapon. The stat is lower than its ballistic counterpart to discourage usage but is still an option.
No, I mean beam.
Which is extra amusing because the Gravitron Driver is a kinetic projectile weapon. Fire Support I think, given it's (relatively) high flux costs and long range. Does even more damage, might have ammo... I think it sits at 15 OP.
As for mixing damage types, yes that's doable. I usually go for Raw damage rather than emp, but using EMP weapons has been moving me more towards EMP. Time to kill is slower, but when things are so much tougher in this mod the extra time is less important than keeping them from firing back, which is why Bolters and Heavy Bolters seem so powerful. (I was testing Eagle builds in 1v1 simulations when I first got one... I had a build that stomped the pirate varieties with ease, but unless I had a Heavy Bolter/Tachyon lance the midline ones just shredded it with their Heavy Bolters.)
@5ColouredWalker
Also, I forgot to comment on the Gatling Laser. I think that weapon and its medium variant are deceptively good. The AI is pretty good about using weapons like that one and the Terminator Beam on armor to maximize the magazines' overall dps - which is substantial in that scenario due to the 50% boost.
The thing that is difficult to translate to the stat card is those weapon's projectile/beam speed mean that you can sneak in armor shots between the shield lowering and raising again. The AI is mediocre at it while the player can really emphasize that strategy. For those reasons, I think they are probably fine. They do stink against shields and it sucks when they AI wastes charges on them, but overall I think you would find a lot of use for them in the early and mid game. Admittedly there might be better options in the late game but even then they both have relatively low OP and so niche builds should still remain viable.
You have a point on stat cards having trouble saying things like that.
I've just math'd out how long it'd take the future nerf assault beam to match the Gatling Laser, and it looks like I might be underestimating it, especially if I pack expanded ammo, unless fighting low tech cruisers/capitals. The Medium one looked fine to me however I've been preferring the greater versatility of Dual-Tacs and Phase Beams. Which with the mod for extra armor damage might be better anyway, despite having long reload times. Also they have the benefit of being far faster projectiles as beams.
As an aside for the Mora, I recently went up against a Mora with an Apogee, which ended up being one sided against the Mora.
Large missile slots was an energy missile, left and right front missile tubes are the Kinetic-EMP Mervs, and the center front is a Reaper Rack.
Kinetics quickly force the shield down and apply broad EMP prevented it from doing anything with it's weapons while it had enough shields/fighters/PD kept the fighters from bringing down the Apogee immediately. I now know how to counter Mora's while exploring. It's also not a broad counter I can just leave alone since it can be overwhelmed by massed Frigates/Destroyers/Surprisingly competent Cruiser-Grade Derelicts. (The Ramming one knows what it's doing and packs enough kinetics to surprise me every now and again.)
I am having fun using built in Flux Capaciters on all my dedicated combat ships. That plus the skills for extra flux capacity and +10 max sink/vents slots leads to very tanky high tech shields.
Oh, recently got my hands on a Doom. It seems you've nerfed the Mine Strike by slowing deployment way down. On one hand I'm sad, on the other, with the phase skill changes and everything else it seems to be a balanced ship, and the Mine Strike is still really good at taking out fighter swarms. (It also seems to hit phased ships, but that afflictor might have been coming out of phase when it went off.)
Speaking of it, and then of Afflictors, Hunter Missiles make very good Point Defence missiles with their maneuverability and damage. Are they intended to be that good? They don't reload quick so shouldn't be treated as dedicated ones, and the AI doesn't use them for that, but I figured I'd bring it up. I do use ECCM if that matters in your assessment.
Finally for Afflictors, you've swapped the system between the Afflictor and Harbinger, and Afflictors show up a lot more than Harbingers. On one hand, trying them myself they only seemed ok, and perhaps a good swap with Afflictors less able to take advantage of the system. On the other hand, Pirates are really good at exploiting the system to turn high-tech ships into shrapnel in larger battlers as opposed to using Afflictors vs Low Tech ships. I've taken to deploying Low Tech ships more often specifically because of them. Not asking for a nerf or anything, just sharing the observation.