Phantom Brigade

Phantom Brigade

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Kanjejou Mar 11, 2023 @ 4:07pm
strange weapons?
im quite early so i may have not fully understood a lot of things but for some weapons i have a hard time to understand their purpose... here a few:

Canon DC1 Compact, horrible spread when moving and barely decent when not moving long activation overall meh damages...very tiny optimal range. do they have anything special?
they seem to do a lot of colateral structur damages...but is that all? A weapons to blast building?

MSL 1, launch a super slow balistic missile that rarely touch target even when prediting target position

Also any machine guns, super innacurate long activation shorted range and smaller optimal range than assault rifle, and most dont even hit that much harder...


And you any weapons that cant seem to fit a role for you?
Last edited by Kanjejou; Mar 11, 2023 @ 6:27pm
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Showing 1-10 of 10 comments
Cowardly Camper Mar 11, 2023 @ 5:04pm 
Cannons give around 600 components when salvaged. That is their real usefulness. Salvage on sight. Also, you can't build them, but why would anyone want to.

Marksmen rifles. Their terrible range doesn't justify using them instead of a run and gun with AKs.

Alpenglow beam, super weak, super short range. Supposed to be made up for by heat damage, but any beam is better. And at that range, use a shotgun.
ArterialSpray1066 Mar 11, 2023 @ 7:12pm 
I have a cannon i actually really enjoy on a reserve unit.
it takes nearly half a turn to fire and is inaccurate as hell but the massive blast radius has been hilarious against close packed reinforcements dropping into in urban environments (genuinely couldn't have done the capital without it).

Little tip with the cannon: use the terrain target for trick shots.
The blast radius makes up for the inaccuracy and you can still reliably land the shots in a cluster, on corners to hit things behind cover, or well beyond range.
whythecynic Mar 11, 2023 @ 7:34pm 
Cannon salvage amount was an oversight, it's been fixed in 1.0.4.

Weapons with high damage/shot generally have low damage/action. I find them overall slightly more effective than their high number of shots / low damage counterparts, because high damage/shot gives you a much higher chance of destroying a part, and that's how you disable enemies.

Machine guns need good perks to be useful. Because their stats are exaggerated, perks will also exaggerate their strengths. MGs with Quick Loader and Expanded Magazine or Concussive Payload can hose down an entire line of enemies in quite a shockingly small amount of time. They are harder to run than ARs and also need better parts (good dash distance is a must), so overall they are more a mid-game to end-game option.
ebe-a51 Mar 11, 2023 @ 7:49pm 
- Cannons - I was confused about the cannon until i realized that its NOT about its accuracy... its ALL about its area-explosion damage.

Cannon rounds can have as big as area of effect as a missile explosion.

Its probably the weapon in the game where effective range is LEAST important, because even if you miss but the shell hits nearby, you will do some damage.
Put a +Exposion radius mod in it and watch it annihilate mechs left and right.


- Machine Guns - are good. Theyre just a variant/different philosophy than assault rifles.
Assault Rifles (AR) you can shoot on the movie, machine guns you cant.
Assault Rifles are for poke-n-shoot, doing moderate damaging.... Machine Guns are step out, rinse a target, step back in (they have longer attack times)
Machine Guns have a range between SMG and AR.
Put an extended mag mod in a Machine Gun and use it right, youll get a kill (or knockout a pilot) every time u use it.


- Beams - remember the BEAM HAS A WIDTH... meaning you dont just attack ONE part of the mech, you attack ALL OF IT AT ONCE, and because of the penetration, youll attack through the shield, every part of the mech, and its back.

This makes people thing beams dont do that much damage - they do HEAPS of damage, insane amounts, they just spread it out over EVERY mech component.

This makes them excellent for burning down armour EVERYWHERE all over heavy mechs, then running, so mechs with lighter weapons can finish the job.


...all the weapons have a role. Some are more niche than others. Some are harder to use/deploy to be effective than others.

As a strategy tactics game, its your job (and part of the enjoyment) to discover how they work and in what situations.
Last edited by ebe-a51; Mar 11, 2023 @ 7:49pm
Cowardly Camper Mar 11, 2023 @ 7:54pm 
The Alpenglow beam is objectively weak. I'm not talking about the heavy beam. The heavy beam is nuts powerful.
Azure Mar 11, 2023 @ 8:29pm 
Originally posted by Cowardly Camper:
The Alpenglow beam is objectively weak. I'm not talking about the heavy beam. The heavy beam is nuts powerful.

I actually like Alpenglow or any heat weapon, it has it own style and way to use. Heat weapon has something like bleed prog in ER, I'm not fully understand how it works but when you build enough heat, the enemy mech would just self explode, dealing ton of dmg to itself and becomes crashed. And most of the time, while it can't out right destroy the mech, but it's enough to force enemy pilots to eject within 1 round.

And Alpenglow has absurd amount of heat per second that can trigger that heat prog easily.

Although there are 2 thing that limit usefulness of heat weapons.
1. It scales with level like concussion dmg, ~3 levels lower than enemies can make them useless but also super op when it's the same level as enemies.
2. Rain, needless to say they're useless under rain.

On top of that they tend to have low heat generation and super light, so they can be pretty efficient alternative weapons beside concussion weapons.

One weapon I also want to mention beside Alpenglow is IS Dragon. While it doesn't build heat as good as Alpenglow but it has super wide optimal range, high accuracy, high rate of fire and still can deal decent kinetic dmg with low heat generation. If you're bored with AR, you should give it a try.
Chocbomb Mar 11, 2023 @ 11:22pm 
Missiles are worse off now after that last discussion thread.
Devs are on the nerf path.

Alot of the guns are garbage popcorners.
The game does a horrible job at giving you a practice range or testing scenario to even try whatever it is you just got in the last battle that had no final turn replay.
Its the future but no simulation? got prediction software but you cant play out a little scenario with no repair problems..

Cannons were a Salvage option, they are worth more like a credit card.
But they were nerf'd.. like everything the devs are touching atm, nerf for everything, not replacing anything or adding anything, just nerfs.
Idk if they think theyre fixing it or causing people to want to talk less.. idk but we can make them nerf their game into the ground if we keep on talking, coz they dont seem to know any better.

This thread has probably given them more nerf ammo for their next patch.
Cowardly Camper Mar 11, 2023 @ 11:37pm 
Sounds good to me. Hey devs, please nerf. Heavy weapons too strong. Rail guns too strong. Sniper rifles too strong. Shotguns too strong. All weapons must be weak like marksman rifles.
lebeststratege Mar 12, 2023 @ 12:48am 
Marksman rifles aren't weak by any means. they tend to be used like sniper rifles (with more overall damages but less "per shot") with less range. And that not always a disadvantage to have less range. My setup is one sniper/handgun (extreme ranges both short and long), one marksman/shield (for long range), one vulcan (medium/long range, works wonder in a corridor rush) and one melee (although melee is unreliable, the last mech is the one I use to test stuff).
One of the biggest problem this game have is it's lack of content, and the fact that the player is a 5 second god, meaning enemies tend to be defeated in 3 turns anyway.
Anavel Gato Mar 12, 2023 @ 1:02am 
Beam can't pen shield but get reflected back to the shooter at the right angle. Remember to point your shield at the beam shooter

https://steamcommunity.com/sharedfiles/filedetails/?id=2945850582
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Date Posted: Mar 11, 2023 @ 4:07pm
Posts: 10