Actually, I never mentioned civilian ships.
OK, no civilian ships.
Below is a 200t SDB, built to TL12 specs. It's damage output is horrendous now for its weight class and that's keeping the particle beams. Could swap it out for a small meson bay and it would be worse in total damage output but better against armored targets.
So, pitting it against itself, now the particle beam bay has gone from doing 9 median damage on a 0 effect hit (6D median roll is 21 minus 12 armor yields 9) to doing 90 median damage. Since the hull has remained the same (88) that went from an annoying hit that inflicts an automatic severity 1 critical to vaporization.
That just seems like an extreme increase in the power of the weapons to me, but it definitely will make the fights shorter...
I would say: As it should be. In HG2017 the bay would be nearly useless, no-one used them. A lowly laser turret does in the region of 5 damage (depending on to hit), a bay should surely do a lot more?
Hull points were deliberately set to make warships viable and Riders less viable. Obviously that makes SDB and Riders fragile. A 200 Dt warship will hardly carry any bays.
We have a negative DM to hit for the bay (still?), and the SDB has plenty of dodge capability, so how often does the bay hit?
I get something like:
2D + 3 [Gunner-2, DEX-1] + 1 [Aid Gunner] + 4 [Fire Cont] - 6[VL range] - 2 [Evade] - 3 [dodge] - 2 [bay vs small] = 2D - 5, so we need to roll 13 on the dice to hit for a 0% chance, oops. Or have I missed something (I'm still using HG2017)?
Close in to Long range for a +2 and we hit on 11+ or 8% chance to hit. With a ~50% chance of destroying the target (itself), we are looking at an average 20-25 rounds. Not too quick?
You mentioned missiles: Yes, they were deadly (and I use 'were' deliberately, they are extremely sub-optimal now since they don't benefit from the damage multipliers) but you had two additional lines of defense against them - point defense fire and electronic warfare. Plus with the way damage is inflicted by missiles/torpedoes armor is a huge deterrent to them.
Agreed armour is a good defence, especially against small weapons like turrets or missiles. But there can be a lot of them...
Take the same SDB with missile armament, a bay and a barbette, so launching 17 missiles. Launch at VL range where the bay has a problem hitting. Manoeuvre to keep the range constant, don't let the particle SDB creep up on us.
Round 1 launch 17 nukes, they arrive round 5. Unless the crew is very good ECM isn't doing much, let's say 1 missile per round as a guess, so 13 missiles can attack. The SDB has no PD capability. 13 missiles attack, with a +13 DM and a dodge, perhaps 10 missiles hit. Each missile does average 9 damage for a total of 90 damage. Same order of magnitude as the bay...
Ok, the missile damage is highly variable and easier to mitigate with defences, but on the other hand reaches longer range and will hit. A missile SDB will kill a Particle SDB before it can get into range to be able to hit. Advantage missiles, I would say...
Note this is an iffy size for a missile SDB, I would rather make it a bit bigger, to make the salvo weight higher, to lessen the relative effect of ECM.
TLDR: The bay now does roughly comparable damage to missiles, but at shorter range and with worse to hit. I would say the bay is still not overpowered?