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Drop to 520 pen feels way too drastic and makes it feel very underpowered, unable to even damage cockpits covered by a single heavy armor block.
Space Engineer's Autocannon and Gatling Gun should be two sides of the same coin, your re-work does not have this dynamic. When I tested with 1x1 static weapons they were extremely similar, Autocannons penatrating heavy armor slightly better. When I made 3x3 gun racks, Gatling Guns destroyed armor slightly quicker than the Autocannons. Additionally Gatling Guns are more ammo efficient, through volume of fire are more accurate, and do similar damage.
Consider polarizing the two weapons. Autocannon as a higher DPS low volume weapon suited for battering simpler, less dynamic targets. And the Gatling Gun as a lower DPS higher volume weapon suited for reliably hitting difficult dynamic targets. This would create need to chose between the weapons for they serve different purposes.
which makes assault cannons still useful for stripping armor at the moment.
i initially planned to have assault cannons be able to destroy 1 LG light armor, but because of this bug, it destroys LA or HA in one shot
In your SBC file, artillery still has a pen 17000, which seems like a lot more than 520 for the assault cannon. Is an exponentially larger pen value needed to penetrate 2 HA/10 LA (or whatever your goal is for artillery's role)? I'll defer to your understanding of SE penetration, since I failed to Google any quick guides to how penetration values work in SE!
if i follow your suggestion to give assault cannon at 4250 pen, that's 8.5 heavy armor, or 42 light armor blocks penetration.
Or up to 5667 penetration pool and 867 explosive dmg to be perfectly proportional to component cost differences. I tentatively think this might be good, after limited play time with it.
PCU costs are the same for both, meaning artillery still has an advantage; assault cannon 8500 penetration and 1300 explosive would balance this with same DPS for same PCU.