Post by Redfiend on Oct 16, 2020 12:17:59 GMT -5
There are more weapons than bots in this game, and unlike bots, many of the weapons that can be obtained early on are more of a resource drain than anything else. I'm writing this in hopes that people that can't play or pay their life away are able to pick up what will be most effective for them, and minimize resources wasted.
The basics:
Every item has a Rank from 1 star to 6 stars. Early game items are cheap, but they also start at lower ranks than more expensive items. The price points of every item in game factor in they're current Rank, as items starting at a higher rank need less upgrades to hit the level cap.
For weapons, each weapon has a unique attribute that is increased only on Rank up that greatly improves it's performance in a manner other than raw damage increase.
All weapons have a maximum of 2 copies per account. For weapons that are 8 energy cost or less, purchasing the weapon purchases both copies. For weapons that cost 10 energy or more, purchasing the weapon will only grant one copy. Like mechs, the item has to be brought up to Rank 6 for the second copy. The second copy will be at the same rank as the first, and both will level up simultaneously like all of the other weapons.
Rank ups cost A-Coins. Between every rank there are 7 lesser levels that have to be progressed to before upgrading to the next rank.
Intermediate levels require Blueprints, which drop from the daily calendar, and all crates. Item's starting rank determines the rarity in which their blueprints drop from all sources.
Gray: Rank 1: Common
Green: Rank 2: Uncommon
Blue: Rank 3: Rare
Purple: Rank 4: Exotic
Gold: Rank 5: Prototype
A full upgrade cost, weapon damage, mech health/ ability statistics can be found :
docs.google.com/spreadsheets/d/1FpctV0O5DIWeR8JJRICDL65LO-AvLoSxICZxAdJSQpc/htmlview#
Some basic Combat info:
There is an Icon to the left of your Beacon/score bar in battle that looks like a black circle with a red eye. This is your detection status. If you can't see it, the enemy can't see you, or track you with indirect fire weapons. If you can see it, something is looking at you and you should be prepared for indirect fire weapons to be lobbed your way if an opponent is cockroaching behind cover.
Stasis is one of the two status effects that is not directly related to a mech ability. It comes from Panther's Fence, and the Stasis Beam. You'll know one by it being a static energy fence, and the other by an annoying blue laser. Stasis takes awhile to build up when inflicted by the weapon, and is displayed on the bots it's afflicted on as a Blue Snowflake above the enemy bot, or above your healthbar.
There are several multipliers to damage that aren't listed on any table or described anywhere in any definitive terms. These multipliers are applied in an additive fashion. So, if two effects that would cause double damage are applied at the same time, the damage total would be 3x base damage, not 4. The maximum on damage multiplier stacking is x5, which means coordination can ace out every mech in the game, regardless of level.
They are:
Optimal Range: The optimal range modifier causes projectiles to have a chance at dealing double their listed damage. Optimal range is listed on each weapon. The damage numbers listed are just the base amount of damage the weapon does per particle from it's minimum distance to it's maximum distance.
Critical Hit: Critical hits happen ever so often. When a critical hit is scored, the number will display slightly larger than the normal listing. Critical hits are also 2x the base damage. So a particle that hits a critical in Optimal Range will deal 3x the damage listed per particle on the weapon.
Overheat: Overheat is a status effect caused by the Thermal Lance and Long Arm weapons. This debuff is applied to the target bot. Mechs affected by Overheat will take double base damage from all sources. If stacked with the previous two modifiers, that brings it to 4X damage. It's signified by a fire icon over enemy bots, or the same icon being displayed over your health bar.
Flanking: Side: Hitting a bot in the side will cause additional damage, around 50% of the weapons base particle damage as extra damage.
Flanking: Rear: Hitting a bot in the back will cause 100% of the base damage as extra per particle.
On to the weapons themselves
Every weapon's name is followed by a number. The number is the Energy cost the weapon uses when equipped on a mech. There are generally 2 to 3 versions of the same weapon at different energy costs. The energy cost of weapons are directly proportionate to that weapon's performance, for instance, an 8 cost weapon is 33% stronger than it's 6 cost variant, and double the output of the 4 cost variant of the same name.
When going through weapons, the format used will be:
Name: Energy Cost variants, Rank up bonus
And then I'll get into anything to be said about the individual versions. As a general rule, 2 cost weapons are tossers, don't buy anymore than the tutorial makes you, and replace them as soon as possible.
Rank 1 Weapons: The starters
Every weapon that can be obtained at rank 1 except for the Thermal Lance has side-grades that become available much later.
Autocannon: 2/4, Magazine+
These are basically the starter weapons. Machine guns, short and simple.
The 4 cost version performs better than the 4 cost pulse cannons at level, with the only downside being a slightly longer reload speed than the Pulse cannons. Pulse cannon 4 can't hit the broad side of a barn, while Autocannons can reliably hit up to their max range.
RPG: 2 /4 /6 , Projectile velocity+
Rockets. They only explode on impact, so don't expect cheeky War Robots corners. They do reliable damage from 0-105 meters, but take some aiming to hit shots beyond the 50M or so mark. The longer range shots get slightly easier as the projectile velocity increases.
The 4 cost version will be a solid go-to damage dealer if you intend to keep light bots in your hangar for an extended period of time. Otherwise, limit resources put into it and focus on getting bigger weapons.
The 6 cost version is actually capable of being serviceable on light bots in the end game, and it is a reliable damage dealer on Rank 2 Heavy bots, and Rank 3 Medium bots. The Missile Rack 6 is a side-grade of this weapon, it does slightly more damage but fires all of the rockets in succession, and has a statically low projectile speed which the RPG outclasses the higher it's ranked.
Thermal Lance: 2/4/6, Overheat rate+
Think Y1 War Robots Gekko. These are lasers that apply the overheat debuff. They do relatively little damage, even within their optimum range, but can dramatically increase the performance of whatever weapon they're paired with. They generate ammo over time, but completely emptying them will cause a 3 second delay to regenerate 20% of the magazine before they are able to fire again.
The 4 cost version is only ever going to see play if you intend on using either of the Stasis Beam weapons before your mechs hit rank 5. You can ignore even purchasing it early game because you won't have much use for it, and if you do level it up, it will solely be to run it in combination with that stasis beam for the time the Mech holding it can't use the Stasis and Thermal lance 6 together.
The 6 cost version is a solid pickup can be used for things such as splitting a weapon set that you want on 2 bots until you get more weapons, and pairing with other weapons of higher energy costs that you can't currently fit 2 of on a mech. If lasers aren't your style, feel free to leave them alone completely.
Rank 2 weapons: Like their predecessors, they range from a super useful, to genuinely bad.
Shotgun: 2/4, Range+
These don't hit outside of their maximum range, at all. For everything in range though, they have the spray pattern of a sneeze. They can hit multiple bots if they're within the spread, and if you're aiming in the enemy's general direction, they're going to connect.
The only reason to pick up the 4 cost version is if you really like the stealth bot Shadow. Otherwise, avoid.
Plasma Cannon: 2/4/6, Damage score+
Plasma cannons have a low rate of fire, poor range, and do slightly more damage than their RPG counterparts per magazine, for a similar cycle time. Avoid them if you can, but feel free to pick up the 6 cost one if you're hurting for 6 cost weapons to put on your roster, it costs credits, while the other two cost A-Coins. It's rank up ability is pointless because it only provides the score bonus in control points, where the only things that really matter are MVP and Win/Loss.
Long Arm, 8/10, Overheat Chance+
Snipers. Not made for people that can't aim. The dot on your crosshair actually needs to be on the enemy bot when you fire, not just the target box. These are solid throughout the entire game, and are greatly rewarding when you're able to aim them. They have a flat chance to inflict overheat instead of causing a buildup. This weapon thoroughly rewards you for hitting your shots.
Definitely get the 8 cost version.
The 10 cost one is optional, and won't really be relevant until late/end game because you only get one.
Rank 3 weapons: The mid-game bread and butter. Outside of the energy costs you want to avoid, these weapons are all solid.
Javelin Rack: 4/6, Critical hit+
Homing missiles. Requires a lock on, but act as a happy medium between the two extremes of War Robots's Spiral class and Aphid class missiles. The listed numbers are deceptively low, refer back to the damage modifiers above. Ranking these up increases their base critical hit rate substantially, and since they're tracking missiles, you can sling them over and around obstacles and bots to trigger the flanking damage modifiers.
The 4 cost one is more for if you're going to be running light mechs for any significant amount of time. If not, these are passable.
The 6 cost version is a definite yes, as it's infinitely worth it's asking price for what it can earn you in tournament.
Pulse Cannon: 4/6/8, Accuracy+
Bullet hose. Less accurate than autocannons at base, but have a deep magazine. When ranked up they have the same accuracy as the Autocannons, with a better optimum range.
The 4 cost one can be skipped completely.
The 6 cost version is servicable on mid rank medium mechs, but is still passable if you're not hurting for weapons, as medium's can hold the 8 cost versions at Rank 4.
Definitely Pick up the 8 cost version. It will be a staple weapon to have around until you get to the obscene prices of the weapons that start at rank 5.
Rocket Mortars: 8/10/12, Kill score+
The Tea party weapons. They hurt, a lot, but do not track at all. To hit anything with any version but the 12 cost version, you'll need to use your minimap to see if the bot you are currently targeting is in a spot where you think an enemy will be when the Mortars actually touch down. Their rank up ability is worthless, as it only adds a score multiplier in control points.
Get them if you want a really easy time in like 80% of the tournament maps. Most people focus on using Javelins on the maps mortars can be used. They'll camp a small area and farm your AI with Javelins while barely breaking cover. See them on the minimap? Make sure they're the one you're targeting and Bomb them.
Rank 4 Weapons: Only two categories of weapons here. One is a rush order, the other is a matter of taste.
Missile Rack: 6/8, Blast radius+
These rapidly fire rockets that are fairly slow to travel, but deal devastating damage if they connect. Reliable within 30 meters. For shots further than that, you'll have to get used to timing your shots and tracking the opponent to put the rockets where you want them. These two weapons deal the most damage possible for the amount of time they're firing.
The drawback is that they all fire consecutively, and have a long reload timer. Think of them as WALKING War Robot's Tulumbas, Packing Orkan damage.
Get them. As soon as you can muster the patience to gather the credits for them, get them.
Stasis Beam: 12/16, Stasis rate +
These are a matter of taste. Their main usefulness lies in control points, those aggravating light bots can't steal your beacons if they never reach them. Like the Thermal Lance, it constantly generates ammo until full, and has a 3 second delay on a partial reload if completely emptied. It does more damage than Thermal Lance due to energy cost, and the fact that it's ability doesn't cause increased damage. Stasis is easily the most frustrating status effect to have inflicted on you, right next to Zephy completely stopping you in place. If you want to inflict cruelty on strangers, this is how you do it. The AI won't hesitate to give you a taste after a certain level, so you're going to know how much area denial these things are capable of whether you're the one using them, or they're being used on you.
The 12 cost version has more utility to it, as Medium mechs can't wield the 16 cost version with another decent weapon, even at max energy, and getting it to rank 6 gives you a second copy. The second copy allows you to be the best worst person with a 24 EN capacity mech.
The 16 cost is best used with a bullet hose type of weapon on a 24 EN mech. That kind of pairing will help you avoid the wet sock feeling that the laser class of weapons have when they are completely empty. The time needed to generate the entire magazine can make them unwieldy if they get tapped.
Using either of these weapons on Rank 4 bots is where the aforementioned Thermal Lance 4 would come in. The combination is this game's “Marked for Death”
The Rank 5 weapons: Big prices, and bigger damage numbers. Since all items are prorated for their starting rank, all of these items are very expensive. Realistically speaking though, upgrading other weapons to this level costs about the same as these weapons do, when converting upgrade costs purely into coins.
If you're a pay to play, pocket change to play, and/or a heavy grinder, you can skip straight to these if you play in the most un-fun way against stacked odds to get them. Not recommended. There are better things to spend money on in this life. Since everything is in limited supply, being able to get these items is an eventuality if you play at your own pace in a way you enjoy. There's no way out of TDM though, so that's the worst part of this info drop.
Carbine: 8/10/12, No ability
Simple, flat, accurate damage with a moderate unload time and short reload.
The 10 and the 12 look cheaper, but thats because there's credits and coins to be spent to get the second copy.
Pulse cannon 8 performs similarly to the Carbine 8 if leveled to that point, trading accuracy for better optimal range(See those damage modifiers again). It's a matter of preference as to which one you want to use. If you dig the Pulse 8, you can leave the Carbine 8 for last.
The 10 cost version is for pairing with 8 cost weapons on Rank 5 medium bots. It can also be paired with 6 cost weapons, like Missile Rack, on rank 4 medium bots to good effect.
The 12 cost version can be paired with an 8 cost weapon on a Rank 4 heavy, or doubled up on a rank 5 heavy when the second copy is obtained.
Get the 8 version first if you want to skip upgrading Pulse cannons, it's the last weapon that comes in a pair. Otherwise, get the 12 cost version first, heavy mechs have few options that use all of their Rank 4 EN capacity.
And Finally:
Railgun, 16, no ability.
Has the same firing mechanic as Long Arms, and a small magazine, but it is the single highest damage per shot in the game. It is on percentile ammo counter, despite only having 3 shots in the magazine, and recharges over time like the lasers.
Best paired with Thermal Lance 6, Long Arm 8, Carbine 8, Missile Rack 8. Look at the base damage number, and then go back and look at all of the possible damage modifiers again lol
The basics:
Every item has a Rank from 1 star to 6 stars. Early game items are cheap, but they also start at lower ranks than more expensive items. The price points of every item in game factor in they're current Rank, as items starting at a higher rank need less upgrades to hit the level cap.
For weapons, each weapon has a unique attribute that is increased only on Rank up that greatly improves it's performance in a manner other than raw damage increase.
All weapons have a maximum of 2 copies per account. For weapons that are 8 energy cost or less, purchasing the weapon purchases both copies. For weapons that cost 10 energy or more, purchasing the weapon will only grant one copy. Like mechs, the item has to be brought up to Rank 6 for the second copy. The second copy will be at the same rank as the first, and both will level up simultaneously like all of the other weapons.
Rank ups cost A-Coins. Between every rank there are 7 lesser levels that have to be progressed to before upgrading to the next rank.
Intermediate levels require Blueprints, which drop from the daily calendar, and all crates. Item's starting rank determines the rarity in which their blueprints drop from all sources.
Gray: Rank 1: Common
Green: Rank 2: Uncommon
Blue: Rank 3: Rare
Purple: Rank 4: Exotic
Gold: Rank 5: Prototype
A full upgrade cost, weapon damage, mech health/ ability statistics can be found :
docs.google.com/spreadsheets/d/1FpctV0O5DIWeR8JJRICDL65LO-AvLoSxICZxAdJSQpc/htmlview#
Some basic Combat info:
There is an Icon to the left of your Beacon/score bar in battle that looks like a black circle with a red eye. This is your detection status. If you can't see it, the enemy can't see you, or track you with indirect fire weapons. If you can see it, something is looking at you and you should be prepared for indirect fire weapons to be lobbed your way if an opponent is cockroaching behind cover.
Stasis is one of the two status effects that is not directly related to a mech ability. It comes from Panther's Fence, and the Stasis Beam. You'll know one by it being a static energy fence, and the other by an annoying blue laser. Stasis takes awhile to build up when inflicted by the weapon, and is displayed on the bots it's afflicted on as a Blue Snowflake above the enemy bot, or above your healthbar.
There are several multipliers to damage that aren't listed on any table or described anywhere in any definitive terms. These multipliers are applied in an additive fashion. So, if two effects that would cause double damage are applied at the same time, the damage total would be 3x base damage, not 4. The maximum on damage multiplier stacking is x5, which means coordination can ace out every mech in the game, regardless of level.
They are:
Optimal Range: The optimal range modifier causes projectiles to have a chance at dealing double their listed damage. Optimal range is listed on each weapon. The damage numbers listed are just the base amount of damage the weapon does per particle from it's minimum distance to it's maximum distance.
Critical Hit: Critical hits happen ever so often. When a critical hit is scored, the number will display slightly larger than the normal listing. Critical hits are also 2x the base damage. So a particle that hits a critical in Optimal Range will deal 3x the damage listed per particle on the weapon.
Overheat: Overheat is a status effect caused by the Thermal Lance and Long Arm weapons. This debuff is applied to the target bot. Mechs affected by Overheat will take double base damage from all sources. If stacked with the previous two modifiers, that brings it to 4X damage. It's signified by a fire icon over enemy bots, or the same icon being displayed over your health bar.
Flanking: Side: Hitting a bot in the side will cause additional damage, around 50% of the weapons base particle damage as extra damage.
Flanking: Rear: Hitting a bot in the back will cause 100% of the base damage as extra per particle.
On to the weapons themselves
Every weapon's name is followed by a number. The number is the Energy cost the weapon uses when equipped on a mech. There are generally 2 to 3 versions of the same weapon at different energy costs. The energy cost of weapons are directly proportionate to that weapon's performance, for instance, an 8 cost weapon is 33% stronger than it's 6 cost variant, and double the output of the 4 cost variant of the same name.
When going through weapons, the format used will be:
Name: Energy Cost variants, Rank up bonus
And then I'll get into anything to be said about the individual versions. As a general rule, 2 cost weapons are tossers, don't buy anymore than the tutorial makes you, and replace them as soon as possible.
Rank 1 Weapons: The starters
Every weapon that can be obtained at rank 1 except for the Thermal Lance has side-grades that become available much later.
Autocannon: 2/4, Magazine+
These are basically the starter weapons. Machine guns, short and simple.
The 4 cost version performs better than the 4 cost pulse cannons at level, with the only downside being a slightly longer reload speed than the Pulse cannons. Pulse cannon 4 can't hit the broad side of a barn, while Autocannons can reliably hit up to their max range.
RPG: 2 /4 /6 , Projectile velocity+
Rockets. They only explode on impact, so don't expect cheeky War Robots corners. They do reliable damage from 0-105 meters, but take some aiming to hit shots beyond the 50M or so mark. The longer range shots get slightly easier as the projectile velocity increases.
The 4 cost version will be a solid go-to damage dealer if you intend to keep light bots in your hangar for an extended period of time. Otherwise, limit resources put into it and focus on getting bigger weapons.
The 6 cost version is actually capable of being serviceable on light bots in the end game, and it is a reliable damage dealer on Rank 2 Heavy bots, and Rank 3 Medium bots. The Missile Rack 6 is a side-grade of this weapon, it does slightly more damage but fires all of the rockets in succession, and has a statically low projectile speed which the RPG outclasses the higher it's ranked.
Thermal Lance: 2/4/6, Overheat rate+
Think Y1 War Robots Gekko. These are lasers that apply the overheat debuff. They do relatively little damage, even within their optimum range, but can dramatically increase the performance of whatever weapon they're paired with. They generate ammo over time, but completely emptying them will cause a 3 second delay to regenerate 20% of the magazine before they are able to fire again.
The 4 cost version is only ever going to see play if you intend on using either of the Stasis Beam weapons before your mechs hit rank 5. You can ignore even purchasing it early game because you won't have much use for it, and if you do level it up, it will solely be to run it in combination with that stasis beam for the time the Mech holding it can't use the Stasis and Thermal lance 6 together.
The 6 cost version is a solid pickup can be used for things such as splitting a weapon set that you want on 2 bots until you get more weapons, and pairing with other weapons of higher energy costs that you can't currently fit 2 of on a mech. If lasers aren't your style, feel free to leave them alone completely.
Rank 2 weapons: Like their predecessors, they range from a super useful, to genuinely bad.
Shotgun: 2/4, Range+
These don't hit outside of their maximum range, at all. For everything in range though, they have the spray pattern of a sneeze. They can hit multiple bots if they're within the spread, and if you're aiming in the enemy's general direction, they're going to connect.
The only reason to pick up the 4 cost version is if you really like the stealth bot Shadow. Otherwise, avoid.
Plasma Cannon: 2/4/6, Damage score+
Plasma cannons have a low rate of fire, poor range, and do slightly more damage than their RPG counterparts per magazine, for a similar cycle time. Avoid them if you can, but feel free to pick up the 6 cost one if you're hurting for 6 cost weapons to put on your roster, it costs credits, while the other two cost A-Coins. It's rank up ability is pointless because it only provides the score bonus in control points, where the only things that really matter are MVP and Win/Loss.
Long Arm, 8/10, Overheat Chance+
Snipers. Not made for people that can't aim. The dot on your crosshair actually needs to be on the enemy bot when you fire, not just the target box. These are solid throughout the entire game, and are greatly rewarding when you're able to aim them. They have a flat chance to inflict overheat instead of causing a buildup. This weapon thoroughly rewards you for hitting your shots.
Definitely get the 8 cost version.
The 10 cost one is optional, and won't really be relevant until late/end game because you only get one.
Rank 3 weapons: The mid-game bread and butter. Outside of the energy costs you want to avoid, these weapons are all solid.
Javelin Rack: 4/6, Critical hit+
Homing missiles. Requires a lock on, but act as a happy medium between the two extremes of War Robots's Spiral class and Aphid class missiles. The listed numbers are deceptively low, refer back to the damage modifiers above. Ranking these up increases their base critical hit rate substantially, and since they're tracking missiles, you can sling them over and around obstacles and bots to trigger the flanking damage modifiers.
The 4 cost one is more for if you're going to be running light mechs for any significant amount of time. If not, these are passable.
The 6 cost version is a definite yes, as it's infinitely worth it's asking price for what it can earn you in tournament.
Pulse Cannon: 4/6/8, Accuracy+
Bullet hose. Less accurate than autocannons at base, but have a deep magazine. When ranked up they have the same accuracy as the Autocannons, with a better optimum range.
The 4 cost one can be skipped completely.
The 6 cost version is servicable on mid rank medium mechs, but is still passable if you're not hurting for weapons, as medium's can hold the 8 cost versions at Rank 4.
Definitely Pick up the 8 cost version. It will be a staple weapon to have around until you get to the obscene prices of the weapons that start at rank 5.
Rocket Mortars: 8/10/12, Kill score+
The Tea party weapons. They hurt, a lot, but do not track at all. To hit anything with any version but the 12 cost version, you'll need to use your minimap to see if the bot you are currently targeting is in a spot where you think an enemy will be when the Mortars actually touch down. Their rank up ability is worthless, as it only adds a score multiplier in control points.
Get them if you want a really easy time in like 80% of the tournament maps. Most people focus on using Javelins on the maps mortars can be used. They'll camp a small area and farm your AI with Javelins while barely breaking cover. See them on the minimap? Make sure they're the one you're targeting and Bomb them.
Rank 4 Weapons: Only two categories of weapons here. One is a rush order, the other is a matter of taste.
Missile Rack: 6/8, Blast radius+
These rapidly fire rockets that are fairly slow to travel, but deal devastating damage if they connect. Reliable within 30 meters. For shots further than that, you'll have to get used to timing your shots and tracking the opponent to put the rockets where you want them. These two weapons deal the most damage possible for the amount of time they're firing.
The drawback is that they all fire consecutively, and have a long reload timer. Think of them as WALKING War Robot's Tulumbas, Packing Orkan damage.
Get them. As soon as you can muster the patience to gather the credits for them, get them.
Stasis Beam: 12/16, Stasis rate +
These are a matter of taste. Their main usefulness lies in control points, those aggravating light bots can't steal your beacons if they never reach them. Like the Thermal Lance, it constantly generates ammo until full, and has a 3 second delay on a partial reload if completely emptied. It does more damage than Thermal Lance due to energy cost, and the fact that it's ability doesn't cause increased damage. Stasis is easily the most frustrating status effect to have inflicted on you, right next to Zephy completely stopping you in place. If you want to inflict cruelty on strangers, this is how you do it. The AI won't hesitate to give you a taste after a certain level, so you're going to know how much area denial these things are capable of whether you're the one using them, or they're being used on you.
The 12 cost version has more utility to it, as Medium mechs can't wield the 16 cost version with another decent weapon, even at max energy, and getting it to rank 6 gives you a second copy. The second copy allows you to be the best worst person with a 24 EN capacity mech.
The 16 cost is best used with a bullet hose type of weapon on a 24 EN mech. That kind of pairing will help you avoid the wet sock feeling that the laser class of weapons have when they are completely empty. The time needed to generate the entire magazine can make them unwieldy if they get tapped.
Using either of these weapons on Rank 4 bots is where the aforementioned Thermal Lance 4 would come in. The combination is this game's “Marked for Death”
The Rank 5 weapons: Big prices, and bigger damage numbers. Since all items are prorated for their starting rank, all of these items are very expensive. Realistically speaking though, upgrading other weapons to this level costs about the same as these weapons do, when converting upgrade costs purely into coins.
If you're a pay to play, pocket change to play, and/or a heavy grinder, you can skip straight to these if you play in the most un-fun way against stacked odds to get them. Not recommended. There are better things to spend money on in this life. Since everything is in limited supply, being able to get these items is an eventuality if you play at your own pace in a way you enjoy. There's no way out of TDM though, so that's the worst part of this info drop.
Carbine: 8/10/12, No ability
Simple, flat, accurate damage with a moderate unload time and short reload.
The 10 and the 12 look cheaper, but thats because there's credits and coins to be spent to get the second copy.
Pulse cannon 8 performs similarly to the Carbine 8 if leveled to that point, trading accuracy for better optimal range(See those damage modifiers again). It's a matter of preference as to which one you want to use. If you dig the Pulse 8, you can leave the Carbine 8 for last.
The 10 cost version is for pairing with 8 cost weapons on Rank 5 medium bots. It can also be paired with 6 cost weapons, like Missile Rack, on rank 4 medium bots to good effect.
The 12 cost version can be paired with an 8 cost weapon on a Rank 4 heavy, or doubled up on a rank 5 heavy when the second copy is obtained.
Get the 8 version first if you want to skip upgrading Pulse cannons, it's the last weapon that comes in a pair. Otherwise, get the 12 cost version first, heavy mechs have few options that use all of their Rank 4 EN capacity.
And Finally:
Railgun, 16, no ability.
Has the same firing mechanic as Long Arms, and a small magazine, but it is the single highest damage per shot in the game. It is on percentile ammo counter, despite only having 3 shots in the magazine, and recharges over time like the lasers.
Best paired with Thermal Lance 6, Long Arm 8, Carbine 8, Missile Rack 8. Look at the base damage number, and then go back and look at all of the possible damage modifiers again lol