12-02-2006, 08:53 PM
RL - Good power-to-weight ratio, quite accurate when compared to other weapons, well balanced weapon. It can blind human opponents' vision and has decent stun.
R3 (left) - Light, decent ammo and attack, very spammable, quite accurate, good support weapon for almost any R-L weapon combo.
HP (left) - It's banned as a hangar weapon for a purpose. Its like bringing 1/3 of a rifle for 1/3 the weight. And since it's a left handgun, it boosts most, if not, all R-L weapon combos, and is particularly helpful to increase lockboxes of back cannons. Also, it can break part quickly compared to other weapons.
69H/Wraith - Hangar staples. Lightweight, accurate, and has enough killing power to finish off opponents for those late game situations where the battle is decided with handguns.
Roc2 - Hangarable pulse rifle with around 300+ attack power and 72 ammo. Considering ACs in general are more susceptible to energy based weapons, Roc2 is superb as a mid-late game weapon if brought as a hangar weapon.
Roc4 - Like HP, it's banned as hangar weapon for a (definite) purpose. 96 ammo, 550 attack power. As a hangared weapons, it's like bringing a pulse rifle equivalent of the SHADE laser rifle, for less the weight - and that's pretty much why it is banned as a hangar weapon. As a main or support weapon, it gives the AC a powerful short range weapon for 300+ weight, IIRC. It also has a low usage drain. Lastly, for some odd reason, the weapon isn't depleted easily. It lasts as long as the Shade or RL in time duration of usage, which, for a pulse rifle/handgun-type weapon, is very impressive.
Harpy - It's like a nymphe, easily spammable early game, then dropped at once. Versus light to mid weighted AC, these can bother them real good. Against heavies, it can give the AC using the Harpy an early advantage or AP lead.
R3 (left) - Light, decent ammo and attack, very spammable, quite accurate, good support weapon for almost any R-L weapon combo.
HP (left) - It's banned as a hangar weapon for a purpose. Its like bringing 1/3 of a rifle for 1/3 the weight. And since it's a left handgun, it boosts most, if not, all R-L weapon combos, and is particularly helpful to increase lockboxes of back cannons. Also, it can break part quickly compared to other weapons.
69H/Wraith - Hangar staples. Lightweight, accurate, and has enough killing power to finish off opponents for those late game situations where the battle is decided with handguns.
Roc2 - Hangarable pulse rifle with around 300+ attack power and 72 ammo. Considering ACs in general are more susceptible to energy based weapons, Roc2 is superb as a mid-late game weapon if brought as a hangar weapon.
Roc4 - Like HP, it's banned as hangar weapon for a (definite) purpose. 96 ammo, 550 attack power. As a hangared weapons, it's like bringing a pulse rifle equivalent of the SHADE laser rifle, for less the weight - and that's pretty much why it is banned as a hangar weapon. As a main or support weapon, it gives the AC a powerful short range weapon for 300+ weight, IIRC. It also has a low usage drain. Lastly, for some odd reason, the weapon isn't depleted easily. It lasts as long as the Shade or RL in time duration of usage, which, for a pulse rifle/handgun-type weapon, is very impressive.
Harpy - It's like a nymphe, easily spammable early game, then dropped at once. Versus light to mid weighted AC, these can bother them real good. Against heavies, it can give the AC using the Harpy an early advantage or AP lead.
"Numbers are not part of the real world; they're part of something else."
-Prof. Rolly Panopio, UPLB Math Division
-Prof. Rolly Panopio, UPLB Math Division