Thanks for the sneak peak Alex.
I do think the capital variety will be quite welcome. Certainly when I'm describing NPC fleets to others or on the forums, it is often in the form of what the capitals are. A triple Radiant fleet, a quadruple Conquest, or a Onslaught XIV and Legion fleet. At least when discussing late game fights. The lower chaff generally isn't fight defining (except perhaps in the case of hand created storyline fights - of which I would love to have more themed and hand crafted NPC fleets since they tend to be more memorable).
So I look forward to having more types of end game fleets and describing them as a double Invictus fleet or that missile spamming double Pegasus and Conquest fleet in addition to all the current variations.
As far as the quad Gauss Invictus, since there's no flux cost reduction, you have a burst period, then hit max flux, at which point it becomes flux limited DPS which essentially ignores fire rate.
Based on the numbers in the post, it has 40,000 flux capacity, and 600 dissipation base. Max dissipation with 50 vents would then be 1100. Throw on 10% for flux regulation, +50 for 5 more vents, and assume Ordinance Expertise on 190 OP, that puts upper theoretical maximum around 1600 flux/second. Gauss is 600 flux/second for 350 kinetic damage per second. 12x is 7200 flux/second. So 7200-1600 = 5,600 flux per second build up. So about 7 seconds of fire, before it drops down to 2.6 shots per second. Which is about 29,400 kinetic damage (in 700 point chunk spread over those 7 seconds) during the burst phase, and about 910 kinetic damage per second afterwards.
That much burst kinetic is scary against battlecruisers like Conquests and Odysseys, but Onslaughts and Paragons can likely take that without too much issue. Certainly an Onslaught is just going to burn straight in through the range band. Dunno how well the active flak cannister will work against a point blank quad reaper strike, but I'll probably find out the hard way.
I suppose, without fortress shield, a Paragon might be in trouble after taking that kind of volley on it's shields, although likely could take multiple barrages like that on it's armor. But unlike the Paragon, the Invictus can't vent and get a fresh 41,000 or more damage buffer. The Invictus has 40,000 hull once (or buffed by Reinforced Bulkheads and Blast doors to 64,000, but that comes at the cost of flux dissipation most likely). High Intensity Lasers and Tachyons Lances will be really good against the Invictus since it's all armor or hull damage. The soft-flux disadvantage doesn't come into play.
Also, those new beam torpedoes are going to have a field day against the Invictus since they'll likely shoot from beyond it's cannister flak range. Pegasus equipped with those might just be a straight up hard counter.
In any case, with all these cool new ships and weapons, I'm going to have to play with them personally to get a feel for what works well and what doesn't. Without that play test experience, I find it really hard to make good predictions.
That said, I do like how Church fleets are going to make you want to pack in the high explosives, while Persean fleets are going to be making me really consider upping my PD allotment. Which is good since I like the idea that sometimes you want to switch up your weapons loadout to adapt to the enemy fleets you'll be fighting. High Intensity Lasers strike me as a good choice against the Invictus, for example, where as investing in a pair of Paladins might be good when facing a Pegasus.