It's a lookup table on the weapon's base OP cost:
1 OP -> 1 point
2-3 OP -> 2 points
4 OP -> 3 points
5-6 OP -> 4 points
7+ OP -> 6 points
Breach/swarmer reload costs 2, Atropos 3, single Atropos 1.5 so should be something else.
It really is a fascinating ship, with it's new mobility, shields, and armor all mixed in it's incredibly hard to pin down and kill. It can keep a unignorable pressure up on enemies perpetually to boot, though at first I had a very hard time chasing kills with it. Even with three heavy maulers it can't quite bite deep into near parity ships, but that's a fair balance for it's amazing support and durability I think.
Spammed Eagles a lot in this update, damage output is on the low side but also like them a lot.
On the kinetic blaster as well, the eagle is a very strong choice for it's use. With just gravitons and HE weaponry the eagle can struggle to build hard flux, and normally the KB is very inefficient if you look at the numbers, the upside? For a single energy medium slot it's hard flux build up can't be beat. With two gravitons firing in tandem to disrupt shields it will singlehandedly pound the hard flux up of any ship that dares approach it, all while it's HE ballistics and torpedos lie in wait to obliterate the foolish vessel that thought it could approach the long range support ship...
Didn't have much luck with short range weapons on Eagle, they seem to do less and die a lot when given mining blasters.
Feels better to stay at range, heavy autocannon has relatively high DPS for the mount that Eagle has few of and is base 800 anyway.
If you are going close IMO kinetic blasters aren't worth it, just stick some HMGs in the frontal mounts.
Further ahead + can get ballistic mastery, much higher damage, very low cost, mining blaster/phase lance/assault chaingun for armor+hull.
That being said, I feel like Alex made missile auto loader just for this ship, really, if you look at the numbers it feels like cruisers with 2 small missiles are the real winners. Two reapers on the eagle gets you nearly 4 reloads of show stopping firepower in addition to it's pressure, making ships completely unable to ignore the eagle in any capacity. You also have options like atropos for several reliable barrages or gorgons to shoo phase ships and frigates.
Tried to make autoloader work for Eagle, but IMO it's basically useless.
You get 10 reapers total for 24 OP, already a complete *** deal.
15 OP ECCM or a skill for 10 reapers are both wasted, so best case the ship is firing pairs of slow, weak torpedos without the damage boost.
Often only 1 is fired, so hitrate is really, really bad (yet to see an Eagle land more than 2 shots in a battle, with <1 clean hull hit average).
I mostly ran breaches since those can have pretty good hitrate without boost, and get 38 triple shots from autoloader. After a few battles IMO it's better to just leave the mounts empty.