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the liberator penetrator was heavily nerfed from HD1, its not bad but it cannot deal with with the medium enemies alone
The ARs are your jack of all, the varients add more specialty. The penetrator hits up to medium armor but you are doing reduced damage overall (over penetration on lesser enemies) and it is evidently a burst/semi fire. The EX will break or shred armor of some enemies and open them up to follow ups and its lower firerate.
The SMGs are similar to the ARs but do not have the same level of penetration capability. Where they truely shine is on the missions where you need to carry an SSSD or whatever else across the map, because if its anything other than the SMG, you're using your sidearm.
Shotguns seem like a no brainer, but they can actually also shred/break armor of low tier enemies, Varieties are up to the player on what they feel is more important. The standard uses individual, interruptable reloads but is pump action. The Breaker is magazine fed and automatic so ammo consumption can be a problem. Then there's the varients on those, the Slugger (with slugshot, duh) and the Breaker Incendiary which gets a drum and is very effective against the bugs (fire doesnt seem to do much to the Automatons).
The DMRs are what you'd expect, the only reason they don't go up to medium armor penetration is because it would render the AM Sniper strategem redundant. They are extremely useful against the Automatons because all thier vitals are glowing. As long as the armor is stripped or nonexistent, you do a lot of damage per shot on weakpoints.
The pistols are also kind of up to the individual. I recommend something that has good synergy with your chosen primary. The starter sidearm is again, much akin to a jack of all. The P19 is a machine pistol that if you arent toggling your fire mode, can run away with its fire rate and meager 4 mag capacity. The Senator revolver out damages even the DMRs but only holds 6 shots. It's benefit is it gets the same individual load as the shotguns and interruption fire with a noticable delay.
And lastly, the Sythe laser rifle. If you have used the laser cannon strategem, this is its little sister. It is a direct fire, beam, continual dps weapon that as long as you dont overheat, it doesn't need to be reloaded. The problems I forsee and have experienced is that the amount of time on target to "melt" it to death can be draining on the power cells and you could probably do the job faster with ballistic weapons.
That said, the laser weapons are the ones I have the least experience with outside of the JAR. I don't know much about the Plasma or the JAR because not many people are that far along the warbonds yet.
In conclusion, any weapon is lethal in capable hands, but there is enough variety to specialize or to focus towards specific enemies. I hope this helps the OP and anyone else.
It has less ammo than the Liberator EX. 10 reloads is arguably better than 7.
But there is the right tool for the right job.
Arrowhead had this nearly perfected on day 1 of OG HD.
You just have to ask yourself are you fighting against flesh, or armor, instant or damage over time, CQB or long distance. Pin point or wide spread. 2 shells in your double barrelled shotgun for total carnage in half a second or the sustained firepower of a machine gun.
Whatever floats your boat, you'll find it here.