No forward PD? You put a flux distributor and stabilized shields on a ship that has 900 dissipation (660 post shield) and 838 weapon flux before those mods. You are actually dissipating more flux than you can possibly utilize and you’re paying how much in OP for it?
Edit: specifically I tend to like 2 heavy burst in the front and regular PD in the back with swarmers in the launchers but there may be fitting i implications for this without a mods. But I find that dealing with fighters and forward missiles is more important in the types of fights you tend to need to fight and you can generally rotate/prevent flankers with reapers in other ways.
Well, I tend to rear PD simply because AI likes to use Salamanders and the Eagle has fixed forward shields, but yeah I could go heavier on PD it's quite true. Although against Squalls and Hurricanes, you really need to go big or go home in terms of PD. Without officer skills or even the Integrated PD hullmod, two heavy burst PD I fear isn't going to do all that much. Against smaller missiles and fighters, probably worth while. Still, arguably a better use of the 70 excess flux dissipation in this particular example which has no fighters, and provides a little bit of anti-armor when up close.
So for the following results I used an Eagle with 3 HACs, Ion beam, 2 swarmers, 2 heavy burst, 2 pd lasers, ITU, Stabilized Shields, 30 Vents, 23 Caps.
Also took the Elite Conquest and made it double Harpoons, double Hurricanes and dropped the blast doors for both sides, so more HE to follow up on the shield pressure.
I will note watching the first fight, it really does need integrated PD or officer skills, as the heavy burst PD did almost nothing against Squalls and Hurricanes. They did work reasonably against Harpoons, and at least shot some Squalls down when multiple Eagles were shooting at the same Squall stream. The perfect Champion wins were when an Eagle went down relatively early. The extra Hurricane and Harpoons on the Conquest makes it a bit better at securing the kill against high flux ships. Only once the Champions run out of Squalls does the fight start to even out. On the other hand, campaign Champions can be running 3 times the missile capacity (and 50% more missile HP) while the Eagles are perhaps getting better PD setup with Point Defense or S-modded integrated PD.
I'll note I can also simulate S-mods easily by just hand editing the variant files in the mod's data/variants directory if people are interested.
Champions Win (1 Conquest, 2 Champions, 1 Gryphon, 3 Centurions lost)
Champions Win (No losses)
Champions Win (No losses)
Eagles Win (2 Gryphons, 4 Centurions lost)
Eagles Win (2 Eagles, 1 Gryphon, 4 Centurions lost)
Again, the randomness of the battle AI, but does look like a slightly better setup for the Eagles. Again, I'll note this is assuming Eagles are 20 DP and not 22 DP. There's also an argument to be made the backing fleet is missile heavy, and thus throwing even more (i.e. Squalls) into the mix means the Champions are getting slightly more synergy.