!![issue fixed, you may now swap turrets, surprisingly on my end, it seems to work properly on my end and only corrects swapped turrets, existing turrets from sub designs are unaffected or stays as is]!!
The Lightweight Capable Weapons System are a "small" but more like medium sized turrets that fills the gap of heavier weaponry on slots that cannot be swapped out for flak or railguns, while it's certainly up to par with them or even better in certain cases, it's downsides may pose to be an issue to some with inefficient power consumption, expensive ammunition. While it may need those things, the weapon is most certainly user friendly with a low weapon skill requirement in order to wield it thanks to electro-optical assistance on target acquisition helping the user manage tracking and aiming.
P.S. Absurdly unbalanced to vanilla, and as always, my sprites are free to use for everyone as long as you don't hit me back and claim these are yours.
L.L.C.G. - Lightweight Large Caliber Gun: The original base of the weapon is an extended and upgraded basic turret mount that includes a weapon mount riser in order to facilitate a size increase of the weapons it will be mounted on. The first weapon that uses this mount is a cannon that lobs large caliber shells propelled at high speeds, using the conventional ammo box limits the shell count to only 20 rounds while retaining its compact shape to fit inside ammo shelves.
Has 3 types of ammo:
[Proximity fuse]
+Large area of effect damage
+Stuns enemies within the blast radius
+Large triggering radius
-Low damage output against armored targets
-Low damage output against structures
-Heavy and slow rounds
[HEDP/HESH]
+Delayed impact detonation
+Retains a moderate AoE capability and damage
+Moderate Armor Piercing capabilities
+Large structure damage
-May still struggle with more armored opponents
-No Proximity fuse
-Heavy and slow rounds
[APSC]
+High single target damage
+High Armor Piercing capabilities
+Hitscan projectile
+Penetrates up to 4 targets
-Low explosive potential
-No proximity fuse and small projectile, easy to miss smaller targets
-More expensive than the previous two ammunition.
L.R.C. - Lightweight Rotary Cannon: a further development of the use of the LCWS. This uses a 3 barreled rotary cannon granting high rates of fire suitable for fast movers. This however retains the same problem as the cannon with high electrical demand and overall high prices to install and operate.
Has 3 types of ammo:
[HE]
+Suitable for engaging clusters of unarmored targets
+Does not overpenetrate
-Small blast radius
-Does not have proximity fuse
[AP]
+Suitable for engaging multiple fast moving armored targets
+2 targets to hit before breaking and fragmenting
+Stuns enemies
-Overpenetration
-No blast radius at all
-Lower stun
[Ball]
+Standard kinetic projectile with medium capabilities in between the HE and AP
+Does not overpenetrate
+Cheaper than the two by a large margin
+Delivers all of its kinetic blow in one hit
-Lacks any special properties
Plasma E.M.R. - A purely electric weapon that uses no projectile base and can be fired indefinitely just by being powered with electricity, extremely more power hungry than the two, has a 4 second charge and a 4 second reload. Consumes up to 45KW of energy, you may need a power capacity equivalency greater than one base non-upgraded supercapacitor to power this turret efficiently. Run off discharge creates an electric discharge coil effect to a lesser degree, but burns and stuns greater. Impact of the plasma shot is highly devastating and not recommended to be used in close proximity. Ammo stays as is and cannot be swapped. Take care that the loader is definitely not damaged at all since fixing this may be a dangerous task and an error may result in fatal consequences.
Enhanced Machine Gun turret - an entirely different system that uses minimal power use to operate the turret while sharing the similar ease of use by the LCWS. Uses a machine gun platform that is based on the HMG to deliver a comparable if not higher damage against targets primarily outside the operators' hull. Has slightly higher rates of fire almost akin to the Chaingun.
Has 3 types of ammo:
[Ball]
+Standard kinetic projectile for lightly armored targets
+Will not overpenetrate targets
+Relatively cheap ammunition
-Does not have great performance vs more armored targets or larger
[AP]
+SLAP rounds that penetrate armor and can go through one target in certain cases
+Higher damage output in certain cases with the target
+Reliable damage even vs larger opponents.
-Possible overpenetration that may cause less damage
[DU]
+Depleted uranium bullets that penetrate armor even better and can go through one target in certain cases
+Very high damage output
+High armor piercing capabilities
-May cause overpenetration not dealing its full damage