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Their main strength though is in the broadsides. With up to 20 cannon ports firing every second most weaker enemy ships die in 1 or 2 shots. The Mercenary Guild offers broadside system enhancements which can further boost their DPS.
If you enjoy turrets more then Destroyers aren't a bad pick. E.g. the Arcturus is flat so anything on a level plane with the ship, or above it, gets shot. The Merchant's Guild also has a model with 7 broadsides and 12 turrets, along with a mega-sized cargo hold.
The Blackgate actually isn't too bad. It seems really wide, but the ship is largely flat so the turrets have good coverage. With 20 cannon ports its broadside attacks can be devastating.
If you're in one of the Mk5 systems, like Vengeance, then try doing some Dead Drop missions for the Merchant Guild, or the 'paired warp drive' escort missions for the Mercenary Guild. The former can be an easy 1 million credits if you use a Null Grav Booster to run away from the enemies that show up. The latter take longer but tend to have good drop rates for enemy ship systems, which can include captured alien tech(generally seems to have a 20% performance boost compared to the same Mk of store bought items).
Since most of the Mk5 items are between 1 and 2 million you can outfit your ship at a steady rate.
Game difficulty is based on your ship, not the components in your ship.
A: It's thiner and don't hit things nearly as often.
B: It does have a faster turn rate than the Blackgate.
C: if you use Flack turrets on the front nose, back and sides with lazers on the top it is very deadly.
The only downside to the Sorc I have found is camara angle (because of it's hight) as most the time you can't see if missles are incoming or have hit.
Difficulty is mostly based on location and at a smaller degree on the overall value (ship and all components except software).
As far as effectiveness goes, it really depends on how you like to use capships. The game is very well designed and well balanced for flying smaller ships. But I discovered very early on (first playthrough, first system, Mastadon) that one of the most effective strategies overall is to have the longest range weapons with good endurance mobility (null grav booster). Picking off targets of opportunity at max range isn't the max DPS you can achieve, but it's incredibly safe. Many targets won't even be able to fight back with just a bit of cash invested in range increases.
Personally I also would NOT wait until you have Mk6 equipment to get a Dreadnought. Mk5 is a pricing sweet spot that allows you fill all the turrets without much issue. Because a lot of the Merchant and Mercenary Guild missions at the Mk5 level pay about 1 million it's only 1-2 missions for that next weapon. Then you can leverage the full dozen or more Mk5 turrets for escort missions in a Mk6 system to help hunt for captured tech. Since the Mk6 items are 3-4 million each it takes a long time to fill them out.