Anna wrote:I think its health may be a bit high, now. Against almost any of my ships other than the Galactus Cannon, it shrugs off their firepower with relative ease.
Trial and error, I suppose.

The problem is, apart from the reactor columns and the column "bars", nothing has been stretched or resized. Some of the engine gubbins have about 2000 a piece, and the foremost nose sections have around 3000 a piece, so I can see how it's somewhat overkill. I'll drop it down to the high 4k/low 5k region later.
Anna wrote:Hell, with its deflectors up, if can hold off a direct shot from a Galactus Cannon.

You think a mere superweapon can put the Myrmidon out of action? Mwhahaha~!
Anna wrote:That said, however, it's a goddamn beautiful ship.
Why thank you.
I am tempted to try modifying the Myrmidon to have a spinal cannon now.
EDIT: No spinal cannon goodness just yet (I may adapt the armoured wedge into two smaller forward-firing fixed-emplacement heavy guns, much like the Ascendancy's, but far shorter), but I have added two pairs of Devastator Scatterpacks to the Myrmidon's rear segments.
Any ships approaching a Myrmidon's broadside should be extremely careful; these Devastator Scatterpacks unleash a swarm of guided missiles, each fitted with a powerful tactical nuclear warhead, rated in at 250 units of damage. It takes 30 seconds (in ideal conditions) to fully reload the scatterpack, and it launches 6 per second from a magazine of 30 warheads. These missiles have an extremely long range, but their launchers are fixed, and can only acquire targets alongside the Myrmidon's broadside they're set on. These missiles can also strike from long distances - easily over the entire map - striking before AIs have time to bring up their deflectors.
Also lopped about 20% off the Myrmi's HP (putting it down to 5250 from 6500) and tweaked the arcs of fire for the plasma torpedo bays.