CR-WH79H3

First appearance: Armored Core: Nexus
Most overpowered version: All versions
Overpowered strengths: rate of fire, high heat, wide and shallow lock box, accurate at close ranges, large magazine capacity.
A pistol that sets people on fire…
Let that sink in for a second.
Granted From Software’s probably not the first group to come up with such an awesome idea, some sadistic pyromaniac in their ranks probably decided it was high time the concept was entertained, leading to the birth of this little monster. The H3’s crazy cheesiness comes from its accuracy, high magazine capacity, and scorching ammo heat.
While quite weak when used on single player missions, the H3 is absolutely devastating against human players. The ammo heat generated by this weapon is close to double compared to other handguns, while its high ammo capacity enables you to keep your enemies cooked well past extra crispy for as long as the match (or their AP) allowed.
How to make it even more deadly: 2 of these bad boys will burn ANY player AC.
CR-WH05BP

First appearance: Armored Core: Ninebreaker
Most overpowered version: Armored Core: Ninebreaker
Overpowered strengths: High damage, high rate of fire, accurate, high ammo capacity
The BP marks the first time that bazookas became competitive weapons in AC. Debuting in Armored Core: Ninebreaker, the BP boasts 40 accurate ass-kicking slugs that that put even the venerable Karasawa series to shame. Featuring a stunning 1680 attack power, accuracy rivaling most rifles, and the second fastest reload rate of all bazookas, the BP quickly became a terrifying weapon in the hands of any capable pilot.
Its heavy weight and SP lockbox prevents lightweight AC from using this weapon, but that’s just about its only disadvantage this weapon has. It’s big, it’s bulky, and it’s powerful; It’s the AC embodiment of penis envy, bukkakefying explosive death onto the face of the next unfortunate schmuck that got in the way.
Thankfully, From balanced the BP to satisfactory levels when LR was released, reducing its rate of fire to an acceptable 98 frames from 72, while maintaining its accuracy and firepower.
How to make it deadlier: Pair it up with a Wide and Shallow lock weapon to increase its lock box. Or pair it up with a 2nd BP (but having 2 penises often never works out in the end).
WH02RS-WYRM

First appearance: Armored Core: Nexus
Most overpowered version: Armored Core: Nexus
Overpowered strengths: High ammo capacity, accurate, damage rate, long range.
Picture two sniper rifles slapped onto one gun. This is the easiest description I can give for the WYRM. This sniper rifle from AC:NX features a unique double-tap firing mechanism, which launches 2 bullets in quick succession. Having almost 800 attack power, each bullet is guaranteed to hurt, and with 2 being fired in quick succession, the damage rate can climb up quickly.
While virtually castrated by NB with only 24 rounds, its first incarnation was armed with a whopping 60 rounds of ammunition, thus giving it endurance and power at the same time. Assassin snipers would love this weapon if they’d want to disrupt international bi-lateral peace talks; they’d be able to pop the heads of two signatories before the pen even hits the paper.
How to make it even more deadly: Like the 01HP, it has a left arm version. Or pair it up with a WS weapon to increase the lock box size (NICHIRIN for NX users).
MG-800

First appearance: Armored Core 3: Silent Line
Most overpowered version: AC3:SL
Overpowered strengths: Weight, ammo, lockbox, accuracy, damage rate
At first glance, the MG-800 doesn’t look all that spectacular when compared to the game’s other MGs. What the 800 does have, however, is a surprisingly fast muzzle velocity of 810 points, putting this spitter’s bullets squarely at the same speed as the rifles. Add up its staggering 4 frames per shot firing rate and 124 attack, and you’re pretty much chainsawing the opposition, at gun range.
Once again though, the devs got the last laugh when it came to AC3:SL. The effectiveness of MGs in general became significantly less at higher defense levels. It’s perfectly possible to make an AC that’s impervious to any damage done by the MG/800 in SL. The said build is a sitting duck against everything else in Silent Line however, though that’s beside the point. By the time NX arrived, the magazine reload and inaccurate spray means that the MG-800 gave way for the M2 as the top machinegun.
How to make it deadlier: Pair it up with the SRFL/70. The MG/800’s WS lock makes the SRFL/70 an accurate shot out to mid-long range, while the 800’s ROF covers you up close.
Karasawa Mk.II

First appearance: Armored Core 2
Most overpowered version: Armored Core 2: Another Age
Overpowered strengths: Accuracy, damage rate, weight (relative to its abilities)
The Karasawa is to AC what the Beam Rifle was to the RX-78 Gundam – a symbol of raw firepower condensed into a handheld weapon. As AC’s reigning flagship weapon (alongside the Moonlight) the, Karasawa is a benchmark, the standard to match if a weapon is to be recognized as a serious game ender, or cast away as a mere novelty toy.
This iconic weapon’s second incarnation in particular is its deadliest and most overpowered form. Weighing in at 1120 weight points, the Karasawa Mk.II is the second lightest of the weapon series (The AC1 Karasawa weighs it at a flat 1000).
Unlike its predecessors, the Mk.II’s laser bolts have a large hit detection area similar to grenade launchers. The Mk.II is accurate up to mid to long range, and is almost impossible to dodge up close. Coupled with its high damage per shot and reasonable ammo reserves, the Mk II is a class of its own even within the Karasawa bloodline, if only limited by its weight and EN drain usage.
Hell, if Zeus saw the Mk II, he’d probably toss away his thunderbolts, grab Hephaestus by the collar, and growl, “Make me one of those, bitch!”
How to make it even more deadly: Just use option parts that either boost your EN weapon damage, or reduce your energy consumption. Otherwise, it can stand on its own. Now, how many other weapons can proudly say they don’t need additional bells and whistles to kick ass?
WA-FINGER

First appearance: Armored Core: Project Phantasma
Most overpowered version: Armored Core: Project Phantasma
Overpowered strengths: High ammo capacity, extreme rate of fire, light weight, Wide and Shallow lock box.
Who hasn’t been blinded with pink whenever they came face to face with an AC toting the WA-FINGER, quite possibly the most broken weapon devised in old school AC? Essentially a full-auto shotgun, the WA-FINGER will gleefully rip through enemy AC’s, and all in a package that’d fit even in the puniest of mech builds. It’s the equivalent of a kitten (you) ripping a defenseless roll of toilet paper (the enemy) into shreds.
It even makes Phantasma, the final boss of Armored Core: Project Phantasma, an instant cakewalk due to it 5-bullets-a-frame firing rate, and near-limitless 3000-round capacity.
Let’s do the math: each burst consists of 5 bullets, and the reload rate is at 1 frame. Each bullet has 155 attack power. 1 Second (Corresponding to the PSX’s 30 frames a second) x 5 bullets x 155 attack power = 23250 in 1 second. This makes it the fastest damage dealing weapon in any AC game. If the iconic weapon to use in a zombie apocalypse is the shotgun, then having a man-sized WA-FINGER will ensure humanity’s victory, even when used by the last man standing on Earth.
It's a wonder how From Software managed to notice the brokenness of such an inconspicuous weapon. And they continuously nerfed it with each succeeding game release. In MoA, its rate of fire was reduced to half, and its capacity to 500, before being nerfed to near-uselesness in AC:NX. In the end, even the almighty Finger got fingered.
Co-written with Twin-Skies. Part pictures via: ArmoredCoresFrom. WA-FINGER picture from forum member Goat.