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A: Zeus hammers are good. High damage, emp bursts break shields and wreck mechanoids... no complaints here.
B: Charge rifles (or assault rifles) are a solid general purpose firearm. The more the merrier.
Heavy smg's are pretty good to start, but AR/Charge Rifles replace them.
Miniguns are really only good for large clustered enemies where the minigun's accuracy penalties don't apply as much... and in which case you could use a rocket launcher instead.
Now, if you're using the "Rapid Fire Miniguns" mod and a bunch of accuracy buffs (implants, ranged specialist, careful shooter, etc.) then you can turn a minigun into a solid stream of death.
The big "standard issue" gap you have with your set up is weapon range. An issue easily solved with a few sniper rifles.
C squad mostly operates inside the kill box. Not the hunters/roamers etc, who all are in B squad. Kill boxes have a way of sorting out range issues, and seem to cause the bad guys to bunch up.
Over time, I am not really worried about the tech cost, it just means that the standardisation proceeds slower. But I do have a legacy arsenal that includes individual items high quality bought from traders, and a lot of booty weapons. It leaves the question of what items to manufacture, given that I only have a few pawns with great crafting skills ( who may have other tasks beside crafting weapons ).
Just like you cant friendly fire for the first 4 square or w/e it is. grenades cant get caught on walls and stuff for the same. so target the right square and you can safly throw grenades all day into a swam of manhunters or tribals.
But if you have biotech, the incinerator is also amazing. a wall of fire works just like an embrasure as in you can shoot over it, but they wont walk through it.
But in general it´s all about what distance You want to fight, or if it´s offense or defense.
I don´t like the minigun very much, and would only give it to people, when i already have a good set of fighters.
Also since most of the DPS comes from the burst, things like reduced aiming time or weapon cooldown time don't increase the effectiveness as much as with other weapons. They make it "less bad" but it gets to a point where other weapons just objectively out-DPS it even in optimal situations.
Honestly, miniguns are mostly there for use against the player. And to get new players excited at using a minigun, only to be horribly disappointed ;p