It keeps even such powerful beam weapons as Tachyon Lances from from penetrating citadel armor, which in hindsight seems unrealistic for any laser to do.
Then I recommend scale citadel penetrating with fire-delay, or you might call it "Charging time". Say my armor is 2500: IF - the charging time of a laser that hit's me is longer than 2.5s (just an example), AND IF - it deals enough damage just as RC calculated, THEN - "Penetrate" ELSE - "No Penetrate", even if damage looks like it's enough, it just wiped out armor! As this is basically true when considering beam weapons that's "burst" while it's whole point is to concentrate and intensify charges to penetrate. Longer charging time MEANS that it should penetrate well. Throwing tons of energy without concentration only heats armor up.
For long lasting beam damage it could also be true if programming allows, IF - damage+ AND IF - time+, THEN - Penetrate.
For balancing reasons I also recommend using fire-delay for lasers from missiles. It'll be awkward if Dragonfire doesn't penetrate anything XD.
Uh-oh, not good. Is only the Perdition having trouble? I doubt the weapon aboard the Perdition is the problem because its Hammer Torpedo (single) deals 1,500 damage, enough to citadel all but the hardest targets, which you could do with such heavier-armed fighters as the Cobra, which carries a 4,000 damage Reaper. Maybe you mean the Piranha bomber, bombs from the Standard Bomb Bay of which deal only 400 damage. I could increase the damage of weapons with the "BOMB" hint but wonder what the consequences would be for modded content.
Yh pretty much the 1500 single hit stops it from penetrating hardest armor, or at least it takes me dozens of waves to take down Onslaught. Not a problem with Cobra. I say it could be problematic cuz Perdition is the top damage dealer within "Low Tech". If I just wanna play "Low Tech" then I also sort of have weak carriers. Like I said it's fine if you meant it and don't want to change anything here, it's only a recommendation that you could also put whether a CR or BOMB-damage multiplier into commander skill (for "using correct ammunitions").