Just my opinions. May be useful for new players.
ENERGY WEAPONS:
Medium Laser *****: At 1 ton and 1 slot for 5 points of damage, it fits easily into many builds. Many can be used (up to 6) without any extra heat penalty. The downsides are short range and long fire duration (causes beam to drag around instead of concentrating on one area).
Medium Pulse Laser ***: This has a shorter fire duration (better concentration of damage in 1 location) and does 1 more damage than a medium laser. However, these advantages may not be worth the disadvantages: 2 x the weight of a medium laser and only 180m range.
Small Laser ****: Good on light/fast mechs without the tonnage and/or space to fit larger/heavier weapons. Short duration is good for strafing. The 90m range makes it not very useful on slower mechs.
Small Pulse Laser ***: Is the slightly higher rate of fire worth 2 x the weight of a small laser? Usually not. May work on some light mechs.
Large Laser ****: Nice weight and size for a medium range weapon gives this a high rating. Downsides are lack of longer range and extra heat penalty for more than 2 Large Lasers. Also, long duration means the beam gets dragged around on the target and spreads damage around rather that on a single spot.
Large Pulse Laser **: Very heavy and hot for the damage it does. Also, 300m range is very low for a large energy weapon (Only 30m more than Medium Laser). There are usually better alternatives unless you are constrained by hardpoint types and number.
ER Large Laser ***: Is it worth adding 1.5 heat on your Large Laser for more range? Only sometimes. Not a bad weapon, but very situational in its usefulness.
PPC ***: Much loved on alpha builds such as 4xPPC Stalkers etc. Disrupts ECM, which can be useful. However, the heat requires many heatsinks and this prevents a higher rating for this weapon. Lack of damage below 90m is frustrating when facing light mechs up close.
ERPPC **: A PPC with improved range sounds very attractive. However, 15(!) heat, is the worst in the whole game by far, and makes you have to totally revise your build to fit heat sinks, or spend much time overheating during matches. Disrupts ECM like PPCs, so that is one good thing.
Flamer *: Very niche weapon. Takes a long time to cause shutdown. Better to fit other weapons in most cases.
BALLISTIC WEAPONS:
AC20 *****: One of the best weapons for brawling. 20 pinpoint damage scores a lot of final blows. Weight and heat efficient for an AC. The only downside is short range and only 7 shots/ton.
Gauss Rifle ***: Heat efficient, great range, nice damage and low projectile drop. However, the new charge-up time really makes this weapon difficult to use in mobile fights, and for firing while ducking in and out of cover. Also, the weapons explodes if hit.
AC10 ***: Flexible range, decent damage. However, 12 tons plus ammo weight is heavy for only 10 points of damage. Only 2 tons more gets you an AC20! Nevertheless it is useful for some medium range builds with a ballistic slot.
LBX10 **: Not bad at getting criticals on damaged targets. However, 11 tons is very heavy for only 10 points of damage and especially since scatter damage is not so useful on full health targets. Fine if you must have a scatter weapon in a ballistic slot, otherwise there are many other weapons that could use those 11 tons more effectively.
AC5 ****: Quite a well-rounded weapon. It has nice range and damage/sec (rate of fire makes up for its lower damage). Sure its heavier than lasers, but it runs cooler and has no fire duration. It was overshadowed by the UAC5 until that was nerfed by raising the jamming chance. Best used in multiples.
UAC5 ***: Used to be great, but now its high jam chance has made it a very situational weapon. In sustained battle, AC5s are going to be better. However, if you can fit multiple UAC5s, eg. 3xUAC5 Cataphract, it may still do enough damage before it jams to be worth it.
AC2 ***: High rate of fire can disorient or scare targets. It can match AC5 damage if constantly fired and has good range. However, low damage per shot is weak for long range fights where both sides are taking 1-2 shots then covering. This weakness can be reduced by using 3 or 4 on some builds.
Machine Gun **: Multiple MGs are effective on a small number of builds, mostly light mechs such as Jumpjetting Spiders. However, it is useless on most builds due to low damage and range. This is rated low because it is very situational, not because it is a bad weapon.
MISSILE WEAPONS:
SRM4/6 ****: Fun and light for the amount of damage they do. Artemis makes them even deadlier. Good for finishing off damaged targets, less good against full health targets. SRM2s are **, not too useful for the weight.
Steak SRM 2 ***: Anti-light mech repellent. ECM and damage distribution changes has made this a bit less competitive. Consider Beagle Active Probe to overcome ECM if you use this.
LRM5/10/15/20 ***** or * depending on tactics: The only indirect fire weapon. How do you rate this when it can turn the tide of victory in some matches or be totally useless in others due to ECM blocking? Some people ripplefire multiple LRM5s to cause maximum disruption, while others go for LRM15/20s to overcome AMS. TAG and ECM have added depth to the gameplay for LRMs.
Note that every weapon has its role and place, none are useless.
I will happily use a two/three star weapon on builds with certain hardpoint layout and with the right tactics.
What do you think about these ratings?
Edited by Leeroy Mechkins, 11 October 2013 - 12:41 AM.