Mobile suits can be equipped with a wide range of weapons. In this section, we'll talk about the different weapon types, their variants, stats, attributes, and whatever else.
Various weapon types exist, such as beam rifles, rocket launchers, melee arms etc.
Beam rifles (BR) are a common armament found on many mobile suits. They boast higher damage per shot than live ammo rifles, at the cost of slower travel time and often slower fire rate. They are also affected by the Beam Shooter passive some MS can have, which further increases their damage output.
Machine guns (MG) handle similar to beam rifles, but with lower damage. The trade-off for this is a higher fire rate and quicker travel time. There is no beam shooter equivalent passive for machine guns, but they have the advantage of ignoring an opponents anti-beam coating if their MS has one.
More commonly known as bazookas (BZ), these weapons fire a slow moving, high damage projectile that explodes on hit. They are commonly found on almost every Assault and Heavy type MS, but there is a difference between the two. The variety found on Assaults are designed with high DP in mind, staggering the opponent to set up for more damage, where as the type found on Heavy MS are centered more around dealing splash damage over a large area.
There are other weapons such as body-mounted and rifle mounted grenade launchers that are counted as bazookas as they handle the same.
One of the bread and butter of Gundam shows' mostly involves the mobile suits getting close and start to slash each other with beam sabers, heat axes, and similar weapons. This stays true even in this game. One reason to take your beam saber out and slash an enemy right in the face is because of it's instant high damage compared to shooting normally, which followed by the risk of moving your suit dangerously close to enemy's front line.
Some units carry missile launchers, whether in the form of handheld or attached to the suit's body. By locking on to an enemy, all you have to do is to launch the missiles and they'll home in towards the target they're locked into. If you didn't complete the lock-on and fired the missiles, they will just fly in straight line instead. Missiles mostly have low damage bar some, but are easy to use.
Sniper Rifles are can come in various types and are used for attacking from ranges outside of other weapons. They all deal relatively low damage, with the exception of the charge type, which gains a large damage multiplier at full charge.
Commonly known as a gerobi, this type of weapon emits a continuous beam which deals great damage at the cost of low DP.
Mortars are exclusive to Artillery type MS, and behave differently than other weapon types. Rather than firing instantly when used, an enlarged map is brought up that shows the mortar's firing range. From there, a targeting cursor is used to determine where the shells will impact when launched. Mortars are most useful in specific scenarios such as bombarding a large cluster of enemy MS or striking a far-off heal point.
Shotgun carry the same role within this game just like in other games. They excel in close combat and are useless in range. If you're able to land all the pellets shot from your shotgun to your enemy, they deal immense DP and also decent damage. Usually are used to easily bring an enemy down to their knees with the huge DP and then combo with melee/other damager weapon after.
Pretty self-explanatory. It's a trap that you place in a location where you think enemy will go through them. When an enemy comes near, they'll explode, dealing great damage and DP. It's common for a mobile suit to instantly died if they triggered multiple mines at once.
Again, as you would expect. They are thrown in an arc and come in various types.
There are multiple variants available for most weapons, the most common are N (standard), H, M, and F.
N type is the most basic with balanced stat compared to the other.
-H type usually sacrifices power for accuracy and range.
M type sacrifices mostly everything in return of having larger bullet number per magazine, allowing the user to keep shooting without stopping for a while. Some semi-auto weapons have shorter firing interval in this type.
F type usually sacrifices accuracy and range for power.
There are some other variants as well, but those are not as common and only available to some weapons/suits. Such as:
W type, they have bigger blast area compared to others but lower damage. Only available in bazooka/explosive weapons.
B type, the other balanced type of the weapon. It has a different strong points compared with the N type.
R type, this one is as rare as B type, but excels in the range of the gun compared to other type.
T type, another variant, usually seen in melee weapons. But some are available in ranged weapons as well.
A weapon's stats can be upgraded to increase it's performance. Depending on the type of weapon, different stats may be available.
威力 - Damage. This stat is the weapon's damage output(*10)
集弾性能 - Accuracy. This stat determines the weapon's accuracy.
射程距離 - Range. The weapon's range in metres.
連射速度 - Fire Rate.
リロード時間 - Reload Time.
効果範囲 - Blast Radius (Explosives only)
ロック範囲 - Lock Range (Missiles only)
ロックオン - Lock-on (The red number indicates the red-lock range and isn't upgradable)
A relatively new mechanic added to the game, the red lock function was added on top of the lock-on mechanic. Next to the lock-on stat, weapons now have a red lock stat which displays the proximity required to gain a "red lock".
Under red lock, weapons gain increased accuracy. Some weapon types also tend to gain homing when red locked, meaning the projectiles will track enemies. Upgrading the lock-on stat will not influence red lock.
Many weapons in this game can apply different kinds of ailments to help you defeat your opponents.
Stun will freeze your opponent for the duration of the effect. They won't be able to move or shoot at all.
Slow will heavily slow down your opponent's movement speed for the duration of the effect. They can still walk, boost and attack, but their speed will be drastically reduced.
Jamming will effectively blind your opponent for the duration of the effect and break their lock-on.
Flash will blind your opponent completely for the duration of the effect.
Burn will increase your opponent's boost consumption for the duration of the effect, making it very easy to overheat, and very slightly damage them over the duration.
Weapons will have different attributes that define how the weapon handles.