Weapons are broken into three tiers in each branch. Each branch will have their own traits that becomes more remarkable the higher the tier is.
Weapons are designed to work the best with the according body tier, but can be mixed. The first tier for small bodies, the second for medium ones and the third for large ones. Mismatching body and weapon tier will adjust cost, firepower, speed and durability.
A tank with a higher-tier turret than its body will have a high damage output for a little cost, but will have low durability, as well as less mobility. You may use this combination when you quickly need high damage output with fewer units but you will suffer high losses anyway.
Putting lower-tier weapons provide low damage output but with high durability and speed. You may use this combinaison to gain some time or when your opponent uses a higher tier weapon than yours.
The value of the armour is deducted from the damage of each received shot, except against flamers and pulse guns.
The pulse gun is available from start without research. It is a light and versatile but weak weapon that equips scouts and watch towers. It is also the only weapon that can target both ground and air units but with a very limited range and damage output. Being an energy weapon, it negates the effect of armour and deal the same (small) amount of damage to any bodies.
This weapon is dedicated to the very early game when no other weapon is available. Or to fill a gap that your first weapon could not cover. Any other weapon will do better if that weapon could do something at all.
There are no upgrades to the pulse rifle, unlike all other weapons.
Cheap and all-rounder, they can be better than nothing. Or be used as scouts where information is better than damage.
Fast, available from start without any research investment cost, they are a good candidate for rushes.
Being armour piercing helps countering a few Collective or even Nexus tanks.
Quick to produce, they can be used in swarms to counter missiles or howitzers.
Every other weapon is more cost-effective when that weapon can be used.
Machineguns are close-combat high rate of fire weapons. They are the cheapest and lightest weapons (except pulse rifles), and can deal a lot of damage in a short time. But they also are the weapon class that is affected the most by armour and are quite ineffective against buildings outside derricks.
Can deal a lot of damages to lowly armoured tanks.
Difficult to out range with the same propulsion.
Often found in packs, they are prone to mass-destruction from mortars or flamers, and have a hard time against other machineguns when lightly armoured themselves.
Their low base damage makes them significantly less effective against highly armoured or larger bodies. Structures can stay a long time under fire.
They doesn't provide a lot of HP for the required close combat, expect to have regularly losses.
Flamers are the highest damage output weapon of the game, but also have the closest range. They can deal damage to multiple close tanks but the issue is getting within range. While flamers can still destroy derricks and excel at taking down bunkers, they are ineffective against other buildings.
Flamers ignore armour and stays effective no matter what tanks are in front of them.
High damage output against any kind of unit, either massed or heavily armoured.
Can destroy bunkers quickly.
Very short range. Even with decent speed and HP, those can be avoided.
Ineffective against most structures.
VTOLs flamers only have air-to-air abilities, artillery can damage them from distance before the front line finishes them.
Cannons are strong and heavy assault weapons. They have the highest durability by far and a good range, but deal a low amount of damage to other units. They are the best skirmish weapon to take down building (seconding flamers for bunkers). Cannons cannot be mounted on VTOLs and don't have a dedicated AA weapon either. They also make the slowest units.
Very durable, with a good range, they can hold a position for a long time.
Very good at destroying buildings.
Lower damage output than other weapons to other units.
Slow. They can stand some time under artillery fire but won't be able to do something about it. Nor can they deal with fast units hit'n running them. They can hold a position, but are hard to reposition across the map.
They don't provide any VTOL nor anti-air option.
Missiles are expensive armour-piercing high damage weapon, with a slow rate of fire. They share their speed and low durability with machineguns but are better to fight larger or isolated tanks than a large group of smaller ones. In short, where machineguns work best against lightly armoured targets, missiles work best against highly armoured ones.
The armour-piercing missiles are also effective against buildings, but less than cannons.
Missile tanks must stop before firing, making hit'n running harder. They are better at finishing targets than hit'n running them.
Very high damage, can almost ignore armour and destroy targets instantly when enough firepower is concentrated.
Expensive, they are hard to mass.
Cannot deal with swarms. Their burst damage make them destroy units one by one, with a lot of useless excess damage.
They don't provide a VTOL option, but still have strong anti-air variants.
Rockets are half-skirmish, half-artillery weapons. They out range other skirmish weapons and still have a rotary turret. They are more efficient at long range than in short range and cannot even fire in close combat. They are frail, counting more on mobility than durability.
Like machinegun, they will deal decent damage to derricks but are not really effective against other buildings.
Can outrange any other skirmish weapon.
With low HP and a minimal range, they don't stand long once their are caught. They require a lot of micromanagement to make use of their full potential.
Their damage output is too low to be used effectively to hold a position.
Mortars are medium range artillery support, focusing on dealing damage in a large zone rather than to a specific target. Advanced mortars unlock bombs that are VTOL-only weapons. Even if they deal decent damage to buildings, bunkers can stand a long time under fire.
Once a few are produced, they can provide a lot of barrage fire before a battle is starting.
Deals damage to a large area, countering massed cheap units.
Good durability for an artillery unit.
Effective against buildings from distance.
Provides a VTOL air-to-ground weapon.
Medium artillery range, requiring them to expose themselves a little.
Beware of friendly fire once close combat units are engaged.
Howitzers are long range artillery, more precise than mortars, making them better at taking down a few high-value targets from distance, like missiles can at close range. They are still not as effective as mortars when it comes to destroying buildings.
Like mortars, the more the better. Advanced howitzers also gain significative range bonus and a sensor will be of great help.
Long range artillery.
Burst damage that negates armour a little.
Low rate of fire, without any splash damage. They aren't very effective against large groups of cheap units.
Frail, once under fire, they don't last long.
Mg: machinegun, Fl: Flamer, Cn: Cannon, Ms: Missile, Rk: Rocket, Mt: Mortar, Hw: Howitzer
Tier 1 weapons
|Scout||Pulse Rifle||20||Ultra Light||0||7||50||0/1/2.5||Both||Ignore armour|
|Fl||Flamer||80||Medium||55||10||300||0/1/2||Tank/AA VTOL||Ignore armour, piercing|
|Cn||Light cannon||100||Heavy||180||28||33||0/4/5||Tank only||+50% against buildings|
|Ms||Launcher||120||Light||40||64||30||1/1/4.5||Tank only||Stops to fire|
|Rk||Mini Rocket Pod||140||Medium||20||30||21||3.25/5/6.5||Both||Fire twice|
|Mt||Mortar||120||Medium||60||29||35||6/8/10||Tank only||Fixed turret, 26 splash dmg over 1 tile radius|
|Hw||Howitzer||140||Heavy||20||45||24||6/8/13||Tank only||Fixed turret|
Tiers 2 weapons
|Fl||Inferno||160||Medium||80||36||300||0/1/2.5||Tank/AA VTOL||Ignore armour, piercing|
|Cn||Medium cannon||200||Heavy||400||36||38||0/4.25/5.5||Tank only||+50% against buildings|
|Ms||Tank Killer||240||Light||50||140||24||1/1/5.25||Tank only||Stops to fire|
|Rk||Mini Rocket Array||280||Medium||30||34||21||3.25/5.75/7.25||Both||Fire 4 times|
|Mt||Bombard||240||Medium||90||38||35||6/8/11.5||Tank only||Fixed turret, 34 splash dmg over 1.375 tile radius|
|Hw||Ground Shaker||280||Heavy||30||76||21||6/8/17||Tank only||Fixed turret|
Tiers 3 weapons
|Fl||Plasmite Flamer||320||Medium||110||33||300||0/1/3||Tank/AA VTOL||Ignore armour, piercing|
|Cn||Assault cannon||400||Heavy||1000||40||43||0/4.5/6||Tank only||+50% against buildings|
|Ms||Scourge Missile||480||Light||80||308||19||1/1/6||Both||Stops to fire|
|Rk||Ripple Rocket Array||560||Medium||45||40||21||3.25/6.5/8||Both||Fire 6 times|
|Mt||Pepperpot||480||Medium||135||50||35||6/8/13||Tank only||Fixed turret, 45 splash dmg over 1.75 tile radius|
|Hw||Hellstorm||560||Heavy||45||112||18||6/8/22||Tank only||Fixed turret|