Sigh, so much to go over, but what you're probably interested in most is:
Simply increases the damage per salvo of missiles. I'm not entirely sure if putting damage values for the other banks (back, left, right) will actually spawn missiles for the platform, haven't had the time to check.
burstCount is simply the number of salvos that get released. Naturally, the more counts, the more missiles, the more damage. burstDelay is for how long between firing salvos. If you don't care much about the aesthetic of it and just want a fat wad of missiles wading at your enemies, leave it something low like .1
how fast the missiles move to it's target.
how far out the platform can target.
Anywho, that's the quick and dirty version of modding some of these files, hopefully it will give you a quick head start. As always, back up your files before you start any changes. Remember that Phase = Vasari, Psi = Advent, Tech = TEC.
A style tip: put your folder in detail view (for windows - right click an empty space in your folder, highlight "view" select "Details". Also "Arrange Icons by -> Name." Should give you a nice clean list where you can easily find the file you want to edit.
Lastly, in a game that's as easy to mod as this, the best mod you can have is the one you make yourself. It is immensely easy and straight-foward to do and you can tweak most anything gameplay-wise to your liking. (I'm an up and coming code monkey, I admit: I like playing around with the entity files more than playing the actual game
) Have fun!
Also, if anyone can call me on bullshit with proof, please do so. This is all from my own play-testing and inferences, so if I'm wrong, don't hesitate to correct me. In a nice way, please