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    Weapons FAQ by Zaku IX

    Version: 1.5 | Updated: 08/06/01 | Search Guide | Bookmark Guide

    Armored Core 2: Weapons Guide (PS2) Version 1.5
    This document Copyright 2001 "Zaku IX" <ixzaku@optonline.net>
    Armored Core 2 is © 2000 From Software,  Inc.
    Armored Core is a trademark of Sony Computer Entertainment America, Inc.
    Foreword: While arguably more useful to newer players, this guide
              should have a few obscure facts thrown in for the more
              experienced players to make it worthwhile.  I've basically
              taken each weapon and, at the very least, provided an
              accurate description of the pros and cons associated with
              it.  What I did with most weapons, however, was create a
              set of statistics, and use them to complement my notes,
              as well as make up for the major shortcomings in both the
              in-game rating system, and weapon statistics.
    Version History: Use this in conjunction with the Table of Contents to
                     find the newest changes quickly.
    7/9/01 Version 1.0
    * First version, roughly 80% of what's here is from this one.
    7/14/01 Version 1.1
    * Slight Alterations, first public release.
    7/22/01 Version 1.2
    * Corrections
    * New topics under Section 4-I created, Section 5 updated to reflect it.
    7/25/01 Version 1.3
    * Corrections
    * New Stats added to Section 2, "Reticle Mobility" and "Precision".
    * Section 5 updated.
    7/29/01 Version 1.4
    * Corrections
    * New topic added to Section 4-I.
    * Profiled all Optional Parts.
    * New Stats added to Section 2, "Recoil Control", and "Accuracy".
    * Blade Attacks topic in Section 4-I revised with new info added.
    * Canned Updates section, created less clunky Version History.
    * Updated Table of Contents to reflect new/moved sections.
    8/06/01 Version 1.5
    * Corrections
    * New Stat "Travel Speed" added to all projectile weapons.
    * Rewrote a few things here and there to make them easier to read.
    Note to readers: I'm fairly sure this is the last version I'll be doing
    before the expansion "Another Age" is released. I can't think of anything
    else to add, (aside from the obvious, which would be profiling everything
    from that game, and updating the stats), so suggestions are welcome.
    Table of Contents:
      1) Legal Info
      2) Statistics Explained
      3) Additional Statistics
      4) Weapons
        4a) Blades
        4b) Shields
        4c) Inside Parts
        4d) Extensions
        4e) Right Arm Weapons
        4f) Back Weapons
        4g) Fixed Arm Weapons
        4h) Optional Parts
        4i) Miscellaneous (or FAQs yet to be asked, but already answered)
      5) Thanks
      6) Contact
    ******Section 1**********************************************************
    Legal Info: While I exclusively hold the right to edit this document,
    reproduction of it is generally unrestricted as long as no changes are
    made to either the document itself, or any copies of it.
    If you see it, like it, and decide that you want to display it on your
    own site, you're more than free to do so IF you do it under the
    conditions set by the site that you are viewing it from.  This means if
    it says, "no linking", don't link, and so forth.
    All that I ask is that you don't change anything about it.
    A notification e-mail is courteous, but not necessary.  It WILL be your
    responsibility to make sure you have the most recent version.  Any site
    that I personally submit this to doesn't have to worry about that, as I
    will ALWAYS provide them with it.
    Currently, the only site I am attempting to submit to is GameFAQs
    (www.gamefaqs.com).  If you want to make sure you have the most current
    version, look there.
    ******Section 2**********************************************************
    Statistics Explained: I'm trying to go for only what's involved.  I will
    skip some more obvious ones, just to save myself the hassle of typing it
    all when either the manual or the in-game help system gives an adequate
    description.  By the way, I alphabetized them since classification was
    getting too hairy.
    Accuracy: This determines how well your blade attacks will be guided.
              The higher this number is, the more reliably your AC will
              target the enemy for sword attacks.  Lower numbers can make it
              much more difficult to strike with the blade.
              {Arm Stat}
    Ammo Heat: More or less the single round value of "heat damage".  Consider
               this number cut in half if you are fighting a Plus that has had
               the third operation performed on them.  Heat damage is the
               amount of heat your opponent takes in when hit. The higher it
               is, the closer they will be to overheating, (once they're
               overheating, any additional heat damage will make it much
               harder to cool off), but of course, the Radiator they have
               will work hard to "undo" the heat damage after it's been
               inflicted. By "undo", it will lower the AC's temperature, but
               not undo any damage to the AC's armor that's already been done
               as a result.
               {Right Arm Weapon, Arm, Right or Left Back Weapon,
                Inside Part, and Extension Stat}
    Ammo Price: Corresponds DIRECTLY to Ammo in that one ammo count is worth
                whichever value is given.
                {Right Arm Weapon, Arm, Right or Left Back Weapon,
                 Inside Part, and Extension Stat}
    Attack Heat: This is how much your opponent heats up when they get hit by
                 your sword.  Think Ammo Heat here, but for your sword.  I'm
                 willing to bet that this also gets multiplied if you get a
                 nice clean hit.
                 {Left Arm Weapon Stat}
    Attack Power: This is the raw, (usually single round), damage for a
                  weapon. What you are not told, however, is how much damage
                  a single discharge of a spread shot weapon causes. In the
                  case of such weapons, I will include the full damage of
                  the weapon if the the entire cluster of shots were to hit.
                  A good thing to remember is that Laserblades which also
                  possess this stat will multiply it based on how clean the
                  hit is, (and are also manipulated by Energy Supply), but
                  energy projectiles made by a Laserblade have the power
                  given and nothing more.
                  {Right or Left Arm Weapon, Arm,
                   Right or Left Back Weapon, Inside Part,
                   and Extension Stat}
    Bio Sensor: A simple yes or no stat.  A part either has it or doesn't.
                What it does depends on what part has it.  In back radars,
                it causes Disorder Units to appear on radar, as without a
                Bio Sensor equipped radar, you must locate them visually.
                In a head, it can do that, (providing it has a sensor
                interval greater than zero), and it will let you lock on
                to Disorder Units, whereas an AC that does not have a head
                equipped with a Bio Sensor could not lock on to Disorder
                {Head and Left or Right Back Weapon Stat}
    Blade Range: This is more of a notice.  While the stat itself is self
                 explanatory, the sword arms are given in a different scale
                 (1/15) from the left arm swords.  From Software apparently
                 forgot to translate the stats for those arms.  The higher
                 the number, the longer the blade.  Longer blades obviously
                 have a better striking distance which makes them easier to
                 hit with.
                 {Left Arm Weapon Stat}
    Discharge Heat: I don't think it's important, but it's the heat your
                    sword or shield generates.  The values are all really
                    small, but I guess they wont help when you're already
                    {Left Arm Weapon Stat}
    Energy Supply: This affects the attack/defense stats of sword/shield
                   weapons.  The higher this is, the more potent your sword
                   and shield will be.
                   {Arm Stat}
    Lock Speed: This dictates how quickly your missile weapons will lock on
                to their targets.  The lower this number is, the faster they
                will lock.  This isn't really important if you use single
                lock missiles, but eight or twelve lock types can definitely
                benefit from having a lower number for their lock speed.
                {FCS Stat}
    Maximum Lock: The most locks you'll get out of a weapon.  Both the weapon
                  in question, and the FCS you have equipped will determine
                  this, with the lower number of the two having priority,
                  since neither can exceed the other.
                  {Right or Left Back Weapon, Arm, and FCS Stat}
    Precision: After a lot of play testing, I have to conclude that this is
               strictly the ability of the FCS to compensate for movement.
               In this case, the results of my testing have suggested that
               a higher number will make your weaponry more accurate against
               moving, particularly quick moving targets.
               {FCS Stat}
    Range: There are a few places where you'll find this stat, and in each,
           it has a slightly different meaning. Range with a weapon is the
           effective distance it has, or to specify how far the shot will
           travel before it fizzles.  On a FCS, it's the maximum range from
           which you can lock on to your opponent.  Even if your FCS has LESS
           range than the weapon, you would still be able to hit a target
           outside of that range, so long as it does not exceed the range of
           your weapon.  If the weapon's range is less than the FCS range,
           the FCS will revert to the weapon's range, (hint hint guys,
           don't equip DOX-ELENA with a handgun).
           {Right Arm Weapon, Arm, Right or Left Back Weapon, Inside Part,
            Extension, and FCS Stat}
    Recoil Control: What recoil?  None of the right arm weapons have it.
                    Despite that, I gave this one a few shots and honestly
                    noticed no difference whatsoever in how my Right Arm
                    Weapons performed.  Ignore this.
                    {Arm Stat}
    Reload Time: Specifically, the time needed for a reload.  Even if you
                 don't know what the unit given is, you know that whatever it
                 is will be proportional.  Lower numbers are better here.
                 Additionally, for weapons that function as missiles, it's
                 the time between launches, the difference being that however
                 many locks you had is the number of missiles you'll launch
                 before waiting out the actual reload.
                 {Right Arm Weapon, Arm, Right or Left Back Weapon,
                  Inside Part, and Extension Stat}
    Reticle Mobility: This appears to be the speed of the reticle when, and
                      only when you lock on with missiles.  The reticle in
                      question is the little diamond that appears in front of
                      your AC, and then finds its way to an enemy within the
                      range of the FCS.  Once it reaches its target, the lock
                      process begins.  Higher numbers are good here.
                      {FCS Stat}
    Weapon Lock: The size manipulation of your FCS for using the weapon.  In
                 other words, it will either make your FCS bigger, smaller,
                 not affect it at all, or make it a tiny bit smaller.  Those
                 parameters are respectively, Wide and Shallow,
                 Narrow and Deep, Standard, and Special.
                 {Right Arm Weapon, Arm,
                  and Right or Left Back Weapon Stat}
    ******Section 3**********************************************************
    Additional Statistics: This section will explain some stats that I use,
    but the game does not, stats that I think more accurately describe
    weapons.  Such stats assume several things, and those things, along with
    the actual calculations are given here for your convenience.
    One VERY important thing to remember is that ALL stats which are calculated
    through a formula involving the number of Ammo a given weapon has will be
    affected if either, two of the same, or both Magazines are equipped.  For
    a good estimate, you could simply take that stat and add the given
    percentage increase to it, but for the truly accurate count, you should
    replace the Ammunition part of the formula with the increased number of
    ammo after using the Magazine.
    Yet another important note is that all energy weapons' stats are calculated
    as if NONE of the optional parts were equipped, which means they can be
    very much affected by them.  Keep that in mind when trying to select a
    weapon that's right for your AC.
    And yet ANOTHER note, (I promise, this is the last one!!!), Missiles
    are compared to MISSILES, and not other weapons.  I say this because there
    simply is no reliable way to calculate their stats so they could be
    compared to weapons that don't require a certain amount of time to lock on.
    You'll have to use common sense to do that, and there just isn't a formula
    for common sense.  I've done as much as I could by supplying a relative
    lock speed.
    Without any more diversions, here are the statistics.
    Burst Power: The calculation of the full damage of a spreadfire weapon i.e.
                 the Slug Gun, Shotgun, Bombs (others too).  The assumption
                 is that every round that is part of the burst hits.  This stat
                 is only used on weapons it applies to.  It very directly
                 corresponds to ONE unit of ammunition.  Therefore, if a
                 weapon fires multiple shots at once, but subtracts the same
                 number from the ammo count, I wont provide this stat,
                 (although I do consider it to be part of the fire rate), so
                 for Dual Back Weapons, Fixed Arm Weapons, and any others
                 that apply, you'll have to double, (or triple, quadruple,
                 whatever's necessary), the value.  I will put up a reminder
                 whenever that's an issue though.
    Burst Heat: Same as the above, but measuring heat.
    Potential Damage: This is a simple "Ammo" multiplied by "Attack Power"
                      formula. It does not make provisions for heat damage,
                      or additional single round damage such as that caused by
                      the Karasawa's shock wave.  Such a calculation does not
                      take missed shots into consideration, which isn't so
                      much an assumption as it is a matter of sticking to the
                      definition of potential.  It is the full damage that a
                      weapon will inflict if every last shot hits its target.
    Offensive Edge: Not to be confused with Offensive Point, this is the
                    measurement of damage over time.  This stat is obtained
                    by dividing a time period of 255 by the current weapon's
                    reload time, then rounding down to the nearest number,
                    or just ignoring the decimal value, however you choose
                    to view it.  That number is multiplied by the attack
                    power, or burst power if it applies.  It does, of
                    course, assume that you are constantly firing, and
                    that no extra space is put in between you and your
                    target. The stat when given for missiles is given as
                    Maximum Volley Offensive Edge.  Minimum Volley Offensive
                    Edge will be given too.  If a missile only locks once,
                    you get plain old Offensive Edge.  This stat should
                    really help you when thinking in terms of one on one
                    combat when enemies could actually survive for a long
                    period of time, (Mainly ACs).  Also, some weapons do
                    consume more than one shot at once, so that is also
                    taken into consideration when this stat is given.
    Accumulative Heat: The same as Offensive Edge, but given in terms of
                       Heat as opposed to damage.  Because of this, the
                       calculation is the same as the above, but with Attack
                       Power, or Burst Power, as the case may be, replaced
                       with Ammo Heat, and its burst counterpart, err...
                       burst heat.  Just like Offensive Edge, this stat will
                       be given for the maximum and minimum volley of a
                       multiple lock missile.  Likewise, it does not account
                       for the time it takes to acquire a lock.
    Lasting Power: A simple calculation with "Reload" multiplied by the
                   "Ammo" to come up with a number.  The assumption here is
                   that you never take your finger off the trigger and thus
                   fire as quickly as possible.  The idea of this one is to
                   let you know how long your weapon lasts even when someone,
                   (namely me), is desperately trying to empty it as quickly
                   as possible.  Minimum and Maximum Volley versions of this
                   stat are supplied for multiple lock missiles.
    Total Cost: Yet another simple calculation, this time consisting of
                "Ammo Price" multiplied by the amount of "Ammo".  There is no
                assumption here, as it is, much like Potential Damage,
                defined as the maximum possible cost.
    Energy Consumption: Like Offensive Edge, but it tells you how much
                        energy you will use in that given time frame.  Even
                        though many energy weapons aren't meant for constant
                        firing, it complements the Offensive Edge statistic.
                        It is, of course assumed that the attacking side
                        does not refrain from firing for as much as a
                        nanosecond more than they have to.
    Travel Speed: Nothing entirely special, as it is self explanatory.  It's
                  given for nearly all of the normal projectiles, which are
                  defined as anything that isn't a missile.  Now, the ones I
                  could not do were the higher burst count spread weapons,
                  since they fire shots at different speeds, and at awkward
                  angles making it next to impossible to measure.  It's just
                  as well, seeing how those types of weapons ought to be used
                  very close to the enemy anyway, where such information is
                  irrelevant.  Missiles couldn't be done because they deviate
                  too much from the intended course to be measured.
    ******Section 4**********************************************************
    Weapons: This section is going to be divided into several sub sections.
    That will hopefully make it much easier to classify weapons.  All Right
    Arm, Back Unit, Extension, and Inside Part weapons will have new stats
    listed for them, all derived from the previous section. None of the
    stats you could get by pressing Triangle while viewing a part will be
    listed outside of the summary, (and in that case, I'd probably try to
    use relative terms and not numbers unless it's really important).
    Lastly, _please_ look at Section 3 of this guide for an explanation of
    all the statistics I use here.
    ~~~~~Section 4-A~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Blades: There are no more than five blades to use, and each has varying
    statistics that I'll spare you of, (really, they're self-explanatory
    enough).  "Plus Blade" refers to the blade generated when a Level 2 Plus
    uses the sword and adds energy to the blade, (by pressing X during the
    slash), to create a projectile.  When talking about the blade itself,
    (and not the Plus Blade), I mean potential damage, since it is possible
    to end up doing less damage if you don't score a clean hit.
    This orange blade is the one you start with.  It boasts the longest range
    (though honestly not by that much), and the lowest weight.  Accordingly,
    it is the weakest.  I consider it the very bare minimum requirement for
    most missions, especially those with many non-enemy targets.  Lots of
    ammo could be a substitute, but this weapon is very reliable.
    -Plus Blade: When used by a Level 2 Plus, this sword can create a small
    orange energy plane, which strikes from much farther than the blade
    itself, but is also much weaker.  Of course, you could use it while
    normally slicing somebody for more damage.  Again, you can only do that
    if you have had the Plus operation done twice.
    This green blade trades just a bit of range for more power, and actually
    drains less than the above blade when used.  It is slightly heavier
    though.  It is a good choice for missions, having sufficient power to
    defeat weaker enemies very easily.
    -Plus Blade: When used by a Level 2 Plus, this sword can be used to make
    three green energy planes that fire out in a fan trajectory.  Used up
    close and combined with the blade itself, you could do serious damage
    with an apparently weak blade.
    This triple bladed pink sword has noticeably less range than either of the
    above, but offers impressive power, (more than the last two), at the
    cost of increased weight and a higher drain in addition to diminished range.
    This is a good choice for Arena participation more than missions, but
    that's not to say there wont be any tough cookies to be fought in missions.
    Overall, a very well rounded sword.
    -Plus Blade: A larger, single pink energy plane can be made with this
    sword.  It is of course, significantly weaker than the actual blade.
    Despite being watered down, the awe-inspiring blue sword still reigns as
    the best. Possessing nearly twice as much power as the previous sword, it
    is a luxury on Missions, but very helpful in the Arena. It weighs in at
    almost triple the previous sword as well.  Gone is its once impressively
    low drain, though it still drains just a bit less than the T/100 sword.
    The range is equivalent to that of the 3443.
    -Plus Blade: A huge plane of blue energy can be made with this sword,
    although it's not as bright, nor does it explode as violently as it used
    to.  It also does NOT do 3000-4000 AP damage anymore. Like the previous
    swords, the power is proportional to the blade itself, but it's most
    likely the same small scale.
    This irregular sword enjoys no benefits from any Plus Upgrades.  Instead
    of slicing with a blade, this sword creates a yellow disk like energy
    plane akin to the Plus Blade made with all of the other swords.  The
    severe toning down of this type of blade hits this one hard, as it is
    heavier than the T/100 blade, though by far not as heavy as the
    MOONLIGHT, it would only be marginally stronger than the T/100,
    (talking in terms of energy plane to energy plane, since the T/100's
    actual blade dwarfs this thing in power).  To justify the low power,
    this blade can be used to make energy planes even in the air.  Very
    enticing to use as a regular pilot, but if you are a Plus, you
    probably don't need it unless you're hell bent on throwing these things
    in the air. Either way, this sword has the highest usage drain of all.
    Be careful with it.
    ~~~~~Section 4-B~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Shields: There are only four shields to be acquired and/or used.  Ideally,
    these would be given to ACs with a great amount of Ammo for use in
    Missions.  Generally, you can afford to be more lenient with ammo in
    Arena battles, so you don't have to design your AC to have huge amounts
    of ammo to use these there.
    Another thing to chew on is the fact that if you have enough of your
    Generator's Energy Output left over, you can recover energy WHILE using
    the Shields.  Be careful though, since movement will stress your Generator
    in some cases, enough to actually make the shields start draining.  Using
    your boosters while shielding will drain under ANY circumstances, and it
    will drain FAST.  Be careful.
    This plain and boring little shield emits a yellow energy barrier that
    shields the AC's forearm.  Coverage is so-so, shell defense is so-so,
    energy defense isn't too bad, and drain is extremely low.  Weight itself
    is also not bad, weighing in as the lightest of the shields.  Good for
    slow ACs generally, but usable by quicker ones.  If you can't use a
    better shield for any reason other than you want to pack on as many
    weapons as you can, you better change this to the ELS-2772 because
    chances are you'll run out of ammo and be left defenseless otherwise.  In
    an Arena Battle, this isn't as much of a risk.
    This shield offers much better shell defense than the previous one, and
    quite a bit more energy defense as well, just not as much of a boost,
    but drains yet more, and is also a bit heavier.  The shield emitted is
    blue, and covers roughly the same area as the previous one.  This shield
    is a much better balanced version of the 2555, so if you can fit it on,
    do so, but make sure you are more than covered in the ammo department.
    Quite possibly the best shield in terms of balance.  Both types of defense
    are boosted, especially energy defense, but it has the highest drain of
    all, yet thankfully not the heaviest weight, even if it is heavier than
    the 777LAR.  One big bonus is the incredible coverage you get from this
    shield, so think about that while your energy gauge is draining faster
    than anything you ever saw.  I cannot stress enough though, your need to
    have a lot of ammo if you make this commitment.
    This shield emits a green barrier that absorbs the most damage, of either
    type, making it the absolute most defensive of all.  It is 100 WP
    heavier, but drains just a bit less than the previous shield.  Coverage is
    better than usual, but not as good as the 500/SU.  I can wholeheartedly
    recommend any tank that uses the Moonlight to drop it in favor of this
    unless they are truly deprived in the ammo department.  The nigh 300 WP
    you are given back can be put towards yet more weaponry, hopefully
    shutting out any ideas of running out before you're done with your job.
    ~~~~~Section 4-C~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Inside Parts: Often overlooked and underestimated, these parts are
    generally light, and have varying uses.  Believe me when I tell you
    nothing is worthless here.  Unlike any other weapons, inside parts always
    fire backwards.  Keep that in mind.
    Type: Decoy Dispenser
    Total Cost: 1680
    This part and the next are probably the most widely used.  They set decoys
    right behind your AC when "fired".  This decoy will attract missiles to
    it, thus aiding you in your dodging efforts.  A single decoy can fool as
    many missiles as are launched at it, providing it doesn't blow up, which
    it will do after a short time.  Its life span is typically long enough to
    last against a volley of missiles.
    Type: Decoy Dispenser
    Total Cost: 2800
    More or less the exact same thing as the above, except it has more ammo,
    and thus weighs more, and drains more energy.  Use this whenever possible
    over the previous part, unless you can't take the weight and/or energy
    Type: ECM Maker
    Total Cost: 6525
    This is an interesting little part.  First, it is a bit pricey.  Second,
    it has limited ammo.  It does do a lot of good though.  When you launch
    one of these, it breaks all locks within a certain range.  If you stay
    near it, the opponent cannot lock onto you.  Like the previous part, it
    does blow up after a while, but you have plenty of them.
    Type: Dummy Maker
    Total Cost: 6720
    This is good to bring into battle against a human competitor.  The CPU
    always knows where you are, regardless of what the Radar it may or may
    not have tells it.  This item fools the Radar by sending out a dummy
    which emits a signal just like that of your AC.  Enough of these at once
    will make you VERY hard to find.  Like the previous parts, the Dummy
    will blow up after a while.
    Type: Bomb Dispenser
    Burst Power: 4080
    Burst Heat: 978
    Potential Damage: 81600
    Offensive Edge: 4080
    Accumulative Heat: 978
    Lasting Power: 3000
    Total Cost: 4800
    Probably the most underestimated part.  It dumps six bombs outwards,
    which fall to the ground and explode.  While it's near impossible to hit
    someone behind you with this weapon, it is very easy to hit someone in
    front of you if you boost backward along the ground and drop it.
    Of course they'll have to be very close, so it's ideal to use against
    aggressive enemies like Merciless, for example.  Just don't drop them
    on yourself!  Also, the higher you are when you drop these, the
    farther apart they will spread.
    Type: Plasma Dispenser
    Burst Power: 4440
    Burst Heat: 504
    Potential Damage: 266400
    Offensive Edge: 4440
    Accumulative Heat: 504
    Lasting Power: 9000
    Energy Consumption: 1200
    A vastly superior version of the previous weapon.  It's a bit heavier,
    and drains energy, but you get three times the ammo, and a higher
    attack power.  Usage is the same as the last weapon.
    Type: Mine Dispenser
    Potential Damage: 118000
    Offensive Edge: 7375
    Accumulative Heat: 1315
    Lasting Power: 3600
    Total Cost: 32000
    VERY expensive.  Normally, these are dropped insanely high.  If you drop
    them while moving backwards, they'll drop lower.  Low enough to do some
    huge damage to any AC that walks into them.  Caterpillar types, however,
    can sneak under them UNLESS they happen to be boosting, where they'd
    probably lift up and get hit.  Useful if laid out strategically, or else
    they're just a waste of valuable space.
    ~~~~~Section 4-D~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Extensions: Very useful, very popular, these plug into the hardpoints on
    your AC's shoulders.  They come in three types, each with at least two
    parts varied enough to warrant usage.  While very light, none of these
    are standalone weapons, but they can give you a huge boost in combat.
    Type: Back Booster
    Useful little part.  When activated, it pushes you back suddenly in a
    short burst.  This obviously has many uses, since the boost is so
    spontaneous.  It can do such things as fake out the opponent's FCS, or
    even your opponents themselves.  Great for otherwise immobile ACs.
    Type: Dive Booster
    This part is more helpful to those who enjoy flying.  It will give you a
    quick drop in altitude, enabling you to shake off many things,
    including missiles, and approaching opponents.  Using it on the ground
    is pointless, but funny.
    Type: Relation Missile
    Potential Damage: 21840
    Total Cost: 12560
    This is a very popular part.  When used, it interfaces with any weapon
    that uses the AC's FCS to program a guided projectile.  This includes all
    missiles, and the Orbit Cannon, but NOT the Pursuit Missiles, since
    they are guided by whatever targeting system their home pod uses.  So,
    once you toggle it on, and fire one of those weapons, it will launch
    four missiles along with whatever your weapon launched.  Two weapons,
    (the S608 and S612 back missiles), allow this weapon to fire twice for
    the same launch since they fire constantly for longer than the duration
    of its reload when locked on eight times or more.  Of course, that would
    mean expending almost half of your supply with one launch.
    Type: Relation Missile
    Potential Damage: 9240
    Total Cost: 8960
    This is more or less the same as the previous weapon, except it fires
    weaker missiles with more than 1.5 times the range.  It also fires two at
    once when triggered, as opposed to four.  Having the same reload time,
    it can be made to fire twice from the same launch as the above extension
    can.  The reason to use this is either if you're pressed for weight, or
    if you just want to spread out your relation missile launches as it has
    the same number of ammo, but just goes through it more slowly.  It also
    uses cheaper ammo.
    Type: Anti Missile
    Total Cost: 4080
    This is the least taxing Anti Missile you could equip, in terms of
    weight, drain, and expenses.  It serves as a shield against enemy
    missiles, by aiming at and shooting them down when they are within range.
    By toggling the extension on, it will scan for incoming missiles, and
    upon detecting them, it will launch missiles of its own to counter them.
    It does not work perfectly, however, it does help you out tremendously.
    The missiles it counters are of the missile projectile type, not weapon
    type, so it will NOT counter the Orbit Cannon, but it WILL counter
    Pursuit Missiles.
    Type: Anti Missile
    Total Cost: 5440
    Better quality than the above, being capable of doing a better job all
    around.  Being a better all around product, it has more expensive ammo,
    and is a bit heavier, plus it drains more.
    Type: Anti Missile
    Total Cost: 8000
    Does the best overall job of shooting down missiles, at the most
    expensive cost, for the most weight, and highest energy drain of the
    solid anti missiles.  It also has more ammunition.
    Type: Anti Missile
    Unlike all the previous Anti Missiles, this one intercepts with lasers,
    for a more immediate interception.  The stats are not up to par with the
    solid interceptors, but for free, you really can't complain.
    ~~~~~Section 4-E~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Right Arm Weapons: Often thought of as the main weapon of the AC, being
    the one selected by default.  All sorts of weapons fall into this
    category, each with their own class, and specialties.  Weapon type is
    kept handy as it was in the previous sub sections, for those of you who
    haven't committed every part to memory.
    Type: Rifle
    Travel Speed: 6
    Potential Damage: 36540
    Offensive Edge: 1421
    Accumulative Heat: 637
    Lasting Power: 5940
    Total Cost: 3600
    This isn't a terrible weapon if you have patience, and a moderate amount
    of weight to spare.  I'd think twice about taking this into the Arena,
    since its main redeeming factors really only apply to missions.  It is a
    good weapon for use in most Missions, particularly those with many weak
    Type: Rifle
    Travel Speed: 7
    Potential Damage: 41550
    Offensive Edge: 2216
    Accumulative Heat: 1104
    Lasting Power: 4500
    Total Cost: 7500
    The tweaked stats on this Rifle make it a good offensive weapon, but
    also much easier to empty out, as well as more expensive to use.  It is
    light, which makes it an easy enough weapon to just grab with whatever WP
    you have left over.  While the hiked up price and lower ammo don't
    necessarily make it as mission friendly as say, the previous weapon, the
    potential damage is something worth thinking about.
    Type: Rifle
    Travel Speed: 9
    Potential Damage: 45000
    Offensive Edge: 2025
    Accumulative Heat: 1008
    Lasting Power: 5600
    Total Cost: 9000
    The best thing about this one is the potential damage, thanks in no
    small part to the high ammo count.  This boosts many important aspects as
    well, giving it the reputation for being a balanced weapon.  It also
    boasts the fastest reload of all rifles, which makes it almost as deadly
    as the previous one.
    Type: Sniper Rifle
    Travel Speed: 11
    Potential Damage: 41680
    Offensive Edge: 2605
    Accumulative Heat: 465
    Lasting Power: 3520
    Total Cost: 7200
    The nature of this weapon makes such things as offensive edge, and
    lasting power somewhat useless, as it is supposed to be a weapon
    of opportunity.  It's an accurate weapon with limited ammo.  Note the
    phenomenal range of this weapon.  I seriously wouldn't even think
    about putting this on a Heavy AC despite the weight of the weapon
    itself.  You need the mobility to keep the enemy in your sight, as
    well as to keep them away with this.
    Type: Sniper Rifle
    Travel Speed: 11
    Potential Damage: 36480
    Offensive Edge: 2432
    Accumulative Heat: 528
    Lasting Power: 3120
    Total Cost: 6000
    This rifle leans more towards the heavy weapon category with its
    higher single round damage.  Being a Sniper Rifle, it's still good
    at a distance, but the range is diminished, in order to offset the
    damage.  It's bound to be the more popular of the two, especially
    with its lower weight and lower total ammo cost.
    Type: Sniper Rifle
    Travel Speed: 12
    Potential Damage: 24560
    Offensive Edge: 3684
    Accumulative Heat: 93
    Lasting Power: 1300
    Energy Consumption: 5040
    Probably the most deadly of the Sniper Rifles.  Being energy based
    gives it one weakness, which is that it needs energy to be fired,
    but on the other hand, the single round damage, accuracy, and all
    around good range, (though the poorest of all Sniper Rifles),
    make it a weapon to be careful of.  Potential damage is rather low,
    which affects the mission performance, (that and having 20 shots
    to its name).  It is the lightest Sniper Rifle as well.
    Type: Machine Gun
    Travel Speed: 5
    Potential Damage: 47250
    Offensive Edge: 5355
    Accumulative Heat: 1428
    Lasting Power: 2250
    Total Cost: 8100
    Getting into deadly territory, which is good.  This weapon is a
    good one to put on mobile ACs that can keep the opponent within
    their targeting box relatively easily.  It has a very high single
    round attack power for a Machine Gun, but at the same time, has
    a good load of ammunition, as well as some decent lasting power.
    It does run your ammo bill up very quickly though, but in the
    end, not much more than the average weapon.
    Type: Machine Gun
    Travel Speed: 6
    Potential Damage: 27300
    Offensive Edge: 7735
    Accumulative Heat: 2210
    Lasting Power: 900
    Total Cost: 4500
    This is a lovely little weapon.  It's not too expensive to use,
    and does damage very quickly, in addition to its rampant
    overheating abilities.  It doesn't last long, and wont do much
    damage in the long run, but if it did, it wouldn't be a very
    balanced weapon, now would it?  The stats speak for themselves
    on this one.
    Type: Machine Gun
    Travel Speed: 5
    Potential Damage: 65000
    Offensive Edge: 3315
    Accumulative Heat: 1632
    Lasting Power: 5000
    Total Cost: 10000
    This is the weakest of all machine guns, showing its true
    value to those patient enough to wait it out with both a
    long lasting power, and great potential damage. A very
    practical choice if you're thinking about grabbing a
    Type: Energy Machine Gun
    Travel Speed: 6
    Potential Damage: 36600
    Offensive Edge: 6222
    Accumulative Heat: 408
    Lasting Power: 1500
    Energy Consumption: 34680
    You'll notice a couple of common properties of energy weapons here,
    particularly poor ammo heat, and of course, now energy consumption.
    This one is an interesting concept.  Sort of a double edged sword.
    The offensive edge is charming, but the accumulative heat is not.
    Potential damage is okay, lasting power is so so.  Energy consumption
    is a bit annoying, and I can only urge you to take very good Generator
    if you are going to consider this heavy machine gun.  Thankfully, it
    will not cost you a single credit to fire.  Plus, it's energy damage,
    which can be good or bad depending on your opponent's armor.  Don't
    know why it's so heavy though.  Slap on the energy weapon enhancing
    optional parts to make it worth its weight.  Oh yeah, since it does
    drain, be careful if you want to use it while flying, or else
    you'll end up having to charge your Generator all the way up.
    Type: Handgun
    Travel Speed: 7
    Potential Damage: 17500
    Offensive Edge: 2100
    Accumulative Heat: 1584
    Lasting Power: 2000
    Total Cost: 6600
    All in all, not a very good weapon.  But then again, at that weight,
    it's to be expected.  Note the high accumulative heat, as well as the
    marginal offensive edge and lasting power.  Despite a very short range,
    this is a good weapon to equip if you really want to sacrifice raw
    power for speed or a good Generator, or whatever.  One thing the stats
    don't tell you is that this weapon has a good stun value, a common
    characteristic of handguns, (more accurately, it's more effective
    because of their characteristically fast reload).  Therefore, it's not
    a complete waste in the Arena either.
    Type: Handgun
    Travel Speed: 6
    Potential Damage: 14475
    Offensive Edge: 1930
    Accumulative Heat: 2550
    Lasting Power: 1875
    Total Cost: 6375
    I'd say that accumulative heat is where this one excels.  It is the
    lightest of all Right Arm Weapons, but still has good performance to
    back it up.  High Attack Power, as well as high Ammo Heat help to make
    it what it is in spite of low ammo.  In all other areas, it's only
    marginally worse than the previous gun, but is cheaper to use,
    although not by much.  The stun value of this weapon makes it quite
    annoying combined with the heat.
    Type: Handgun
    Travel Speed: 9
    Potential Damage: 27000
    Offensive Edge: 2970
    Accumulative Heat: 2090
    Lasting Power: 2200
    Total Cost: 7400
    The best, albeit heaviest Handgun in terms of balance.  Attack Power
    and Ammo are at their peak, accumulative heat is somewhere between the
    other two, lasting power beats the other two, (thanks to a slower
    reload however), and all that means this is one good weapon for its
    low weight.  Mind you that I say that with regards to it as a weapon
    for use on missions.  Arena Combat is another story.  The stun value
    will get you somewhere, but a powerful Heavy AC will be able to take
    you out long before it helps, well, that and you wont have an easy
    time stunning a heavy AC.  Not with this weapon, anyway.  Drop this
    to one of the other two if you need free weight for stronger back
    Type: Bazooka
    Travel Speed: 1
    Potential Damage: 57200
    Offensive Edge: 4290
    Accumulative Heat: 1122
    Lasting Power: 2600
    Total Cost: 6560
    Nasty weapon.  This is a great choice for a heavy AC.  Slow traveling
    shots, big damage, decent ammo, not insanely expensive either.  It
    has the potential to do a lot of damage, but it's better suited for
    large, durable targets so as not to waste the attack power of the
    weapon by killing little disorder units three or four times over with
    a single shot.  You get the idea.  Guard your ammo well.  Note the
    stun value in addition.  That's a common characteristic of Bazookas,
    although it isn't quite as maddening as the Handgun's near consistent
    stun, it can snuff pesky blade happy opponents.
    Type: Bazooka
    Travel Speed: 2
    Potential Damage: 61200
    Offensive Edge: 6120
    Accumulative Heat: 1359
    Lasting Power: 2250
    Total Cost: 5550
    Offensive Edge seems fishy, and if it does, it's because I'm rounding
    down to the nearest whole shot before multiplying.  That's why it's
    seemingly disproportionate between the two bazookas.  So while if more
    time were a factor, you'd see the weapons a LOT closer together, it
    isn't.  Anyhow, this is best described as high risk, high reward.
    Ten less shots, for a considerable boost in damage.  As you can see,
    thanks to the potential damage stat, the missing ten shots don't
    really keep this weapon down.  Offensive edge is vicious as well.  The
    main form of balance on this weapon is the tiny targeting box.
    Type: Spread Bazooka
    Travel Speed: Varies
    Burst Power: 1680
    Burst Heat: 324
    Potential Damage: 36960
    Offensive Edge: 6720
    Accumulative Heat: 1296
    Lasting Power: 1276
    Total Cost: 8140
    In all fairness, a unique weapon.  It fires three shots at once,
    meaning heavy damage up close, and a chance at smaller damage from
    far away.  The spread feature makes it harder to dodge, and it's
    very nicely balanced by a low ammo count, thus potential damage.
    Not only does it empty quickly, but it is also the second heaviest
    of all handheld weapons.
    Type: Shotgun
    Travel Speed: Varies
    Burst Power: 852
    Burst Heat: 150
    Potential Damage: 40896
    Offensive Edge: 4260
    Accumulative Heat: 750
    Lasting Power: 2304
    Total Cost: 5664
    Useful little spread shot weapon.  This one has a decent punch up close,
    and all in all okay power from far away, depending on how many shells
    hit.  For what it does, it does it rather well.  The ammo cost is nice
    and low, compared to some of the other weapons.  As a spread shot
    weapon, it could hurt a few enemies from far away with one shot,
    somewhat evenly, making it good for mission use.  In the Arena, you
    probably want to be up close and personal to deal the most damage.
    Type: Shotgun
    Travel Speed: Varies
    Burst Power: 1504
    Burst Heat: 288
    Potential Damage: 54144
    Offensive Edge: 6016
    Accumulative Heat: 1152
    Lasting Power: 1980
    Total Cost: 5112
    This one is quite a bit more deadly.  Unlike the previous shotgun, this
    one has a burst count of 8.  It has a bit less range, as well as
    noticeably less ammunition.  The fact that each shell fired is deadlier
    makes the increased burst count even more effective.
    Type: Pulse Rifle
    Travel Speed: 7
    Potential Damage: 29760
    Offensive Edge: 3472
    Accumulative Heat: 644
    Lasting Power: 2160
    Energy Consumption: 16100
    Pulse Rifles really got toned down in this game.  Use with option parts
    or not at all.  Low weight is a huge plus, however, so when you can't
    get something better to fit, you can use this.  Another perk is that
    it's a relatively easy to use energy weapon, which means that not only
    will you not pay a single credit for using it, but you'll also not have
    to worry about suddenly running out of energy unless you're extremely
    Type: Pulse Rifle
    Travel Speed: 7
    Potential Damage: 46950
    Offensive Edge: 2191
    Accumulative Heat: 280
    Lasting Power: 5400
    Energy Consumption: 10500
    This one is a much better mission candidate, but is also heavier, and
    weaker.  Single Round damage is higher, but the reload is intolerably
    slow.  As with the last one, use this with option parts.  The big perk
    with this pulse rifle is that it lasts much longer than the above,
    and can do a lot more damage given the time, and still costs nothing.
    The lower fire rate keeps energy consumption nice and low too.
    Type: Laser Rifle
    Travel Speed: 7
    Potential Damage: 79000
    Offensive Edge: 6320
    Accumulative Heat: 272
    Lasting Power: 2650
    Energy Consumption: 13120
    There isn't much to say here.  It's the Karasawa.  Use it reasonably
    competently and watch stuff blow up.  IMO needs to weigh about 500 WP
    more.  The most it has going against it is the high single shot drain
    which even then, thanks to a somewhat more reasonable reload, though
    still unjust, doesn't drain too quickly under reasonable use.  Did I
    mention that it stuns?  As a mission weapon, this is probably more
    than you'll need.  Even with just fifty shots, it should prove useful
    for most missions, but you'll want to keep some extra firepower with
    you just in case.
    Type: Plasma Rifle
    Travel Speed: 7
    Potential Damage: 30180
    Offensive Edge: 5030
    Accumulative Heat: 164
    Lasting Power: 1104
    Energy Consumption: 19800
    No.  This weapon doesn't suck.  Anything following the Karasawa is
    bound to look like it does.  Well, weighing in at 777 WP, it isn't all
    bad.  High single round damage, low ammo, slow, slow reload.  That
    sums it up.  It does offer better range than the Karasawa though.  A Good
    midweight weapon, it even fits on lightweights with a little bit of room
    to spare.
    Type: Grenade Rifle
    Travel Speed: 4
    Potential Damage: 58000
    Offensive Edge: 5800
    Accumulative Heat: 1900
    Lasting Power: 2400
    Total Cost: 16400
    This weapon's almost as heavy as the Karasawa, but heats the enemy up
    very nicely.  Not quite as unbalanced as the Karasawa though.  Though
    significantly slower than the K99, it doesn't really show that until
    another shot or two, where the K99 will officially beat it's Offensive
    Edge.  It happens to be quite an expensive weapon to use.
    Type: Hand Rocket
    Travel Speed: 10
    Potential Damage: 52020
    Offensive Edge: 14450
    Accumulative Heat: 2880
    Lasting Power: 774
    Total Cost: 5040
    This is one deadly weapon.  Not only is it the second most powerful
    Right Arm Unit, it also runs at a very low cost.  This deadly
    weapon fires two shots at once, but it also subtracts two counts for
    that, (which is why I didn't give the burst power, because it doesn't
    burst, it just expends ammo twice as quickly).  It is extremely
    vicious because of that, but at the same time, runs out of ammo
    quickly.  How is such a fierce weapon balanced? No locking mechanism
    whatsoever.  Better sharpen those manual aiming skills.
    Type: Flamethrower
    Travel Speed: N/A
    Potential Damage: 188000
    Offensive Edge: 19975
    Accumulative Heat: 14195
    Lasting Power: 2400
    Total Cost: 8000
    While the stats may be impressive, keep in mind that like the previous
    weapon, this does not lock on, and also note the range of 48.  Aside
    from the obvious fact that you must be very close to use it, you also
    have to manage to keep the flames on your opponent to keep doing the
    damage.  In all likelihood, you'll never get to do the potential
    damage, or keep the majority of the offensive edge from going to
    waste.  You see, to use this weapon in short bursts will yield better
    results than spraying it around against an active opponent.
    ~~~~~Section 4-F~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Back Weapons: These parts plug into either, (and sometimes both), of the
    hardpoints on the back of your AC's torso and fire over your shoulder.
    Some of these are so powerful that you have to kneel to fire them lest
    they knock you over, (or at least that's what would happen if the game
    let you do it).  However, having a fourth Plus Operation performed on
    your pilot would somehow eliminate all recoil, thus correcting the
    Type: Small Missile
    Potential Damage: 18720
    Lock Speed: Normal
    Minimum Volley Offensive Edge: 3120
    Maximum Volley Offensive Edge: 6240
    Minimum Volley Accumulative Heat: 580
    Maximum Volley Accumulative Heat: 1160
    Minimum Volley Lasting Power: 1344
    Maximum Volley Lasting Power: 672
    Total Cost: 3360
    This would be your default missile launcher.  Not much potential damage,
    not much lasting power, not expensive at all.  In fact, this is your
    below average launcher.  It is light, which will hopefully justify its
    use.  As a missile launcher, it has to acquire a lock for each missile
    it fires, and missiles, as projectiles generally do track fairly well,
    but are easily tricked given ample time.  Also, they can be shot down
    by extension anti missiles, or the core's anti-missile gun, if it has
    Type: Small Missile
    Potential Damage: 37440
    Lock Speed: Barely Slower than Normal
    Minimum Volley Offensive Edge: 2340
    Maximum Volley Offensive Edge: 18720
    Minimum Volley Accumulative Heat: 435
    Maximum Volley Accumulative Heat: 3480
    Minimum Volley Lasting Power: 3360
    Maximum Volley Lasting Power: 420
    Total Cost: 6720
    There are some obvious perks to this launcher.  It launches the exact same
    missiles as the above launcher, but has different properties.  First of
    all, it holds double the ammo, and can lock up to eight times, vastly
    increasing its usefulness although the ever so slightly slower lock speed
    means you'll have to wait quite a while to reach that potential.  This one
    is probably most easily used like a high ammo version of the above weapon,
    but if you have the chance to acquire eight locks, unleashing all those
    missiles can be a daunting sight.  Note the significantly slower reload
    though.  Also note that this is capable of triggering your Relation
    Missile twice if you fire enough missiles (8) to last through its reload
    in one volley.
    Type: Small Missile
    Potential Damage: 46800
    Lock Speed: Fast
    Minimum Volley Offensive Edge: 3900
    Maximum Volley Offensive Edge: 46800
    Minimum Volley Accumulative Heat: 725
    Maximum Volley Accumulative Heat: 8700
    Minimum Volley Lasting Power: 2880
    Maximum Volley Lasting Power: 240
    Total Cost: 8400
    The best, and of course, heaviest small missile launcher.  Not only does
    it lock very quickly, but it can lock up to twelve times.  Top it off
    with yet more ammo, and a FASTER reload time, and this one is a winner.
    Like the previous launcher, if you can lock and fire eight missiles,
    you'll be able to trigger your relation missile twice if you use it with
    this deadly weapon.  This one also fires the exact same missiles as the
    previous launchers, so while it has the potential to cost more, it's
    still a very good deal if you're worried about money.
    Type: Multi Missile
    Burst Power: 3920
    Burst Heat: 1240
    Potential Damage: 54880
    Lock Speed: Fast
    Offensive Edge: 15680
    Accumulative Heat: 4960
    Lasting Power: 728
    Total Cost: 15750
    These are very pricey missiles.  They are also interesting in design, in
    the sense that they start off as one missile, but once they get within a
    certain range of the enemy, they split into four missiles.
    Unfortunately, they don't always hit, because the bottom missile,
    (they fly in a cross formation), has a tendency to hit the floor and not
    the opponent, but that can be rectified by shooting from way above.  The
    range lets you get very far away for just that.  Oh, and yes.  These
    work wonderfully at draining enemy missile interceptors, providing 56
    missiles when all is said and done.
    Type: Vertical Missile
    Potential Damage: 25440
    Lock Speed: Normal
    Minimum Volley Offensive Edge: 4240
    Maximum Volley Offensive Edge: 16960
    Minimum Volley Accumulative Heat: 1000
    Maximum Volley Accumulative Heat: 4000
    Minimum Volley Lasting Power: 1368
    Maximum Volley Lasting Power: 342
    Total Cost: 9960
    These are okay missiles.  They launch upwards, soar really high, and
    rain down.  Two things: One, beware of low ceilings.  Two, pray your
    opponent isn't under anything.  Things like the segments of the highway
    on the Abandoned Highway are just what to watch out for.  They are a bit
    more pricey, but since they do more damage than Small Missiles, you
    could say you get your money's worth.
    Type: Middle Missile
    Potential Damage: 26640
    Lock Speed: Slightly Slower than Normal
    Offensive Edge: 17760
    Accumulative Heat: 4288
    Lasting Power: 372
    Total Cost: 8736
    Weapon Classification is a bit off if you ask me.  These are Quad Missiles
    and they're very deadly.  A single lock is all you need to send out four
    missiles.  With only 24 missiles, that's not going to last long at all.
    These missiles are very straightforward, which makes them easy to shoot
    down, (your anti missile hardly has to look very far), and somewhat easy
    to lead.
    Type: Dual Missile
    Potential Damage: 29880
    Lock Speed: Fast
    Offensive Edge: 8300
    Accumulative Heat: 1800
    Lasting Power: 792
    Total Cost: 4680
    This is a nice cheap weapon.  It sends missiles out quickly, in pairs,
    and has a very decent amount of ammo.  Better still, these are indirect
    missiles, which makes them harder to keep track of.  You have to watch
    out for walls with these.  Keep some distance, and you should be fine.
    They also have a much better range from which they can be effectively used
    than the previous missile.  Furthermore, these are good to use on missions
    since they're as I said, dirt cheap.
    Type: Large Missile
    Potential Damage: 27200
    Lock Speed: Extremely Slow
    Offensive Edge: 6800
    Accumulative Heat: 1730
    Lasting Power: 1020
    Total Cost: 38000
    Okay.  If you're thinking about using this in missions, get that thought
    out of your head.  It simply will not work.  Just one missile is more
    expensive than the entire contents of two IDA launchers combined!
    Furthermore, you only have four of these.  It wont do you much good.
    These are best used where you don't have to pay for them.  And use them
    close, from behind, but give yourself time to get the hell away from it
    before it hits.  Launching these from far away is asking for your
    opponent to OB away or shoot them with anti missiles.  These are slow.
    Real slow.  Persistent too.  Reload takes a very long time, allowing you
    to get off one shot in the 255 time period.
    Type: Small Rocket
    Travel Speed: 10
    Potential Damage: 42000
    Offensive Edge: 7350
    Accumulative Heat: 1610
    Lasting Power: 1440
    Total Cost: 3920
    Finally, out of Missile Territory, (for now anyway).  These rockets are
    powerful, quick, and inexpensive.  They are good for some very quick
    damage, but there is one thing about them that scares people away.
    Rockets don't lock.  Period.  You have to aim them manually.  No FCS in
    the world could help them.  This makes them somewhat difficult to use at
    first, but eventually, they become very effective.
    Type: Triple Rocket
    Travel Speed: 10
    Potential Damage: 50400
    Offensive Edge: 12600
    Accumulative Heat: 1980
    Lasting Power: 960
    Total Cost: 6000
    Self explanatory.  This launcher fires weaker rockets, but it fires three
    at a time.  Such an idea should be enticing to people who either can't
    aim with rockets to begin with, or enjoy weapons that hit over a wider
    area.  Used point blank, you will do some big damage, but also note that
    firing three rockets at once means you'll be out of ammo quickly.  There's
    something in it for everybody.  Be warned that both the increased ammo
    capacity and slightly higher ammo cost do mean you'll spend more to use
    these on missions.
    Type: Large Rocket
    Travel Speed: 7
    Potential Damage: 74400
    Offensive Edge: 15500
    Accumulative Heat: 3175
    Lasting Power: 1152
    Total Cost: 8208
    Not cheap, but not bad at all.  Huge potential for damage, despite a
    somewhat limited amount of ammo, and better still, it heats enemies up
    nicely while doing really quick damage.  As with any rocket weapon, you
    cannot lock on to use this, and must aim manually.  This weapon should be
    valuable especially to a non-plus, since you can run around and fire it
    whereas to get this kind of power anywhere else, you either take the
    rip-off FIN-BOO with four missiles, or a cannon.  Of course, if you
    can't aim, you wont like this weapon no matter what.
    Type: ECM Rocket"
    Travel Speed: 11
    Potential Damage: 3780
    Offensive Edge: 840
    Accumulative Heat: 32
    Lasting Power: 1080
    Total Cost: 8640
    Impressive stats, eh?  Well, that's not the idea of this weapon.  The
    idea of this weapon is to hinder the performance of your enemy.  When
    this rocket hits, your opponent's FCS dies for a little while, leaving
    them to aim manually.  Obviously, this screws over some people more than
    others. Note that I said "people".  This weapon ideally wouldn't harm the
    CPU at all, seeing how everything is so meticulously calculated by it,
    but the game simulates the effect by making the CPU not shoot at all.
    While the enemy has their FCS disabled, you can see a change in the
    opponent's AC, so you'll know when they need another rocket.  Also, if
    your opponent is one of those "Missile Boat" types, they're just screwed
    period.  No lock equals no missiles, you know.
    Type: Chain Gun
    Travel Speed: 5
    Potential Damage: 52500
    Offensive Edge: 7350
    Accumulative Heat: 2100
    Lasting Power: 1800
    Total Cost: 16500
    This is one pricey weapon, and the first of the Cannon Type.  I see this
    as a better Caterpillar weapon, or at the very least, Quad.  Any other
    AC type would have to kneel to use it, and that just isn't good at all
    for this type of weapon, unless you're on a mission where you can destroy
    enemies quickly, and easily.  Or if you have a really high defense AC
    with a shield and you want to have a bit of a standoff.  Bring a nice,
    Wide and Shallow FCS with you if you're going to play that way though.
    Type: Laser Cannon
    Travel Speed: 6
    Potential Damage: 44250
    Offensive Edge: 7080
    Accumulative Heat: 1040
    Lasting Power: 1500
    Energy Consumption: 33200
    This is much more of a Cannon than the previous weapon, complete with
    recoil so you can scrape your AC's knees along the ground as you fire it.
    It's mission friendly, energy burning, and surprisingly weighs less than
    1000 WP.  I'd prefer this cannon on the move, given its less than stellar
    attack power, but it's not bad if you were to kneel down, fire, and then
    get yourself back up and on the move.  Power should be sufficient to handle
    most common mission enemies.  Don't use this too close, or the explosion
    will hit you too.
    Type: Grenade Launcher
    Travel Speed: 4
    Potential Damage: 50250
    Offensive Edge: 6700
    Accumulative Heat: 2440
    Lasting Power: 1425
    Total Cost: 14250
    Probably the definitive Cannon.  Devastating single round damage makes
    this worth the effort to use on any AC.  You'll find that it's really easy
    to get your enemies to overheat with practically no effort at all.  And
    last, but not least, there's the stun, just as good as any high damage
    Cannon.  Low Ammo makes this a bit of a gamble to bring with you on a
    mission, but it does the job very well, and excels at taking down
    stronger enemies with its higher potential damage than the previous weapon
    spread over fifteen, (hopefully), well placed shots plus splash damage.
    Type: Plasma Cannon
    Travel Speed: 3
    Potential Damage: 56100
    Offensive Edge: 5610
    Accumulative Heat: 286
    Lasting Power: 2400
    Energy Consumption: 9800
    Best thought of as the midpoint between the Laser Cannon and the Grenade
    Launcher, in terms of power and ammunition.  Though slow, this is a
    fantastic cannon, with good power, combined with an all around low
    usage drain, thus energy consumption.  Though heavy, it has many uses.
    Type: Slug Gun
    Travel Speed: Varies
    Burst Power: 3216
    Burst Heat: 960
    Potential Damage: 102912
    Offensive Edge: 3216
    Accumulative Heat: 960
    Lasting Power: 4576
    Total Cost: 5120
    Wonderful.  That time limit of 255 is really screwing over these stats,
    but I don't want a bunch of insanely high numbers for the Offensive Edge.
    This is one slow weapon, but having a burst power of 3216 over sixteen,
    you heard me, sixteen shots, it's worth the effort.  I don't think
    though, that it would be a good weapon to kneel with because of how close
    you'd have to be to let it unleash its full power on somebody, but I
    could see it being used to hurt a group of small enemies at mid range,
    putting a few shells into each one.  At long range, you may as well use a
    Handgun.  This would do fairly well equipped on a Caterpillar or Quad,
    since they can both get up close and personal with this, and fire it off
    without stopping.
    Type: Pulse Cannon
    Travel Speed: 4
    Potential Damage: 46200
    Offensive Edge: 9450
    Accumulative Heat: 108
    Lasting Power: 1144
    Energy Consumption: 45900
    This is another one you don't want to use if you have to kneel.  While you
    could probably get away with a few shots before you got up and left, you
    still leave yourself open for a little while.  It does have good ammo for
    what it deals in raw power, and a good potential for damage.  Watch your
    energy though, this is one of the more serious energy eaters.
    Type: General Magazine
    Not a weapon per se.  This adds ten percent ammo to every weapon you have
    equipped.  And I do mean every weapon, including extensions and inside
    Type: Solid Magazine
    This is like the previous magazine, but it adds twenty percent ammo to
    all shell weapons, but nothing to energy weapons.  Really shows its worth
    when you load up with an extension, an inside part, a back weapon on the
    other side, and a right arm weapon.  Or load up with two of these.  I do
    wish it added more though, but it's still good.
    Type: Radar
    This one isn't good or bad.  It's just there.  Let's think of it as normal.
    Type: Radar
    More range than normal, but lacking a Bio Sensor.  It's lighter too.
    Type: Radar
    Better in practically every way than the last two, and it still has a Bio
    Sensor.  It's also heavier and drains more.
    Type: Radar
    Even more range.  Heavier, and now with a Stealth Sensor.
    Type: Radar
    Best radar.  Period.  Has everything, including a Noise Canceler, and
    has the best range.  It is, however, the heaviest, and drains the most
    Type: Multi Missile
    Burst Power: 3520
    Burst Heat: 1360
    Potential Damage: 84880
    Lock Speed: Fast
    Offensive Edge: 35200
    Accumulative Heat: 13600
    Lasting Power: 564
    Total Cost: 19800
    Pricey little weapon of mass destruction.  You take this weapon, and
    that's it.  It attaches to both hardpoints on the back of the AC.  It
    fires TWO multi missiles at once, which both split into four missiles
    each.  Using it on the ground is asking for the bottom two missiles to
    blow up on the floor and not the enemy, but if they all hit, there will
    be a substantial loss of AP for the unlucky recipient.  By the way, the
    burst power given is only for one full multi missile, it's more of a
    reminder, nothing that I haven't been doing all along.  As we're getting
    into dual weapons, it's even more important to remember.
    Type: Vertical Missile
    Burst Power: 4240
    Burst Heat: 1000
    Potential Damage: 135680
    Lock Speed: Fast
    Offensive Edge: 42400
    Accumulative Heat: 10000
    Lasting Power: 392
    Total Cost: 14720
    The classification is a bit misleading.  These are not just Vertical
    Missiles.  They're Vertical Multi Missiles.  Dual Vertical Multi Missiles,
    at that.  These are extremely deadly, and rightfully are to be attached to
    both hardpoints on the back of the AC.  As with regular Vertical Missiles,
    low ceilings and anything with room underneath are your enemies.  Use with
    care or not at all.  These aren't good mission weapons, really.  Eight
    launches and they're gone.
    Type: Pursuit Missile
    Burst Power: 8160
    Burst Heat: 480
    Potential Damage: 32640
    Offensive Edge: 8160
    Accumulative Heat: 480
    Lasting Power: 800
    Total Cost: 6480
    A very unique weapon.  This one also makes use of both hardpoints on the
    back of your AC, but unlike the previous two weapons, it fires only one
    shot at a time.  This shot is in fact, a (pretty expensive) pod, which
    stops at one point, and empties its contents of 12 missiles into all
    surrounding enemies.  The pod is launched like a rocket, and CAN hit.
    After launching all of its missiles, it blows up.  It's very good in the
    sense that you can shoot it somewhere near the opponent, and keep on
    moving while it does your work for you.  You only have four pods,
    however, so don't waste them.  It actually isn't a terrible weapon to
    have on missions.  Just remember that you'll need something to take care
    of nearly all minor enemies before you get to the point where you may
    actually need that kind of firepower.  The big gamble, of course, is
    that some missions may not have a big enemy that needs that kind of
    Type: Orbit Cannon
    Burst Power: 2030 to 2320
    Burst Heat: 168 to 192
    Potential Damage: 41760
    Lock Speed: Extremely Fast
    Minimum Volley Offensive Edge: 4060 to 4640
    Maximum Volley Offensive Edge: 12180 to 13920
    Minimum Volley Accumulative Heat: 336 to 384
    Maximum Volley Accumulative Heat: 1008 to 1152
    Minimum Volley Lasting Power: 2160
    Maximum Volley Lasting Power: 720
    Minimum Volley Energy Consumption: 2600
    Maximum Volley Energy Consumption: 7800
    This needs a bit of explanation.  Firstly, this is a double back weapon,
    meaning it is attached to both hardpoints on the back making up your
    entire back mounted arsenal, as the last three, and next three weapons
    do.  Second, it's not a Cannon per se.  You don't have to kneel to use
    this for any reason whatsoever.  Thirdly, it locks like a missile, which
    means it can be combined with relation missiles (!) and that it fires in
    varying degrees.  For each lock, you will launch two pods that zoom over
    to the enemy, surround it, and open fire on it.  After MANY uses, and a
    lot of pausing, I have noticed that each pod fires from 14 to 16 shots
    before exploding, (note the variable damage stats).  With a full three
    locks, a total of six pods will have encircled the enemy and will fire
    for some great damage, if only all the shots would hit.  Nimble enemies
    can make a joke out of this weapon if you use it like that.  I think you
    are best advised to fire with one lock against them, so you at least get
    some time with it to harass the hell out of them.
    Type: Chain Gun
    Travel Speed: 2
    Burst Power: 410
    Burst Heat: 106
    Potential Damage: 57400
    Offensive Edge: 12710
    Accumulative Heat: 3286
    Lasting Power: 1120
    Total Cost: 9800
    The stats for this weapon are messed up, so I treated it like a spread
    fire weapon after a comparative damage test with the starting rifle.  One
    unit of ammunition for this weapon is basically two shots, which makes it
    extremely deadly.  Thankfully, the price wasn't doubled too!  This is
    great weapon if you're willing to sacrifice having a second back unit to
    use it.  The stats, as I have said about other weapons, speak for
    themselves.  This weapon, however, is still a Cannon, so you must kneel
    to use it if you are not using either a Quad or Caterpillar Base without
    the Human Plus enhancements.  Slap it on a lightweight and watch yourself
    fly across the room!
    Type: Plasma Cannon
    Travel Speed: 8
    Potential Damage: 38500
    Offensive Edge: 7700
    Accumulative Heat: 116
    Lasting Power: 1240
    Energy Consumption: 13800
    The most powerful energy weapon around if you want to go by single round
    damage.  For a weapon that is equipped on both sides, you should expect
    nothing less.  As with the last weapon, you have to kneel to use this
    weapon, but the single round damage makes it well worth the effort.  Ten
    shots wont go a long way in missions, but they'll be a big help in the
    Arena.  Make sure you have something, anything in addition to this though.
    Type: Stealth
    First off, this part has two functions.  Primarily, it conceals your
    location on Radar UNLESS your opponent's radar has a Stealth Sensor.  If
    it does, this part is now half useless.  If it doesn't, good.  They have
    to locate you visually now and will never be able to see you on radar.
    The second function is the one that requires you to switch to it, and
    fire it like a weapon.  This makes you invisible to the FCS.  Thus, your
    opponent has to aim manually, and can't use Missiles.  The catch?
    Firstly, it wears off after a little while.  It's long enough though.
    But, if you were to fire any weapon, or even use your sword, the effect
    cuts off completely.  If either of those happen, just fire Stealth again.
    It's not a terrible system.  Not at all, if you were to have say, twenty
    or thirty shots, but no.  You get ten.  At the cost of not one, but two
    back weapons, which is exactly what you could equip in its place, I just
    don't think it's worth it.  If you ask me, this is the next candidate to
    become an inside part if From Software ever makes AC3.
    ~~~~~Section 4-G~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Fixed Arm Weapons: These arms don't hold weapons, they are weapons.  A
    universal benefit would immediately be the loss of weight since you don't
    have to equip arms and weapons, making them ideal for quick, lightly
    armored ACs, but perfectly acceptable on heavy ACs that want more weight
    to go towards other parts.  All of these arms have no defensive points,
    but make up for it in raw power since all but one of these sets have fire
    linked in both arms.  Occupying both arms with weapons as these do can
    lead to ammunition issues, so pick your other weapons wisely to make
    sure you'll have at least something to throw at your enemy for quite a
    Type: Laserblade
    It should be said that the length of the sword is 105, no more, no less.
    The given length of 7 corresponds to the Japanese Units used for all
    swords.  Translation goof I guess.  Anyhow, these Swords are somewhat
    weaker than the T/100 blade, (six sub sections up), with a an attack
    power of 999. This is the only Arm Weapon that does NOT fire two shots,
    (in this case, blades), at once. Its use is much like a regular left arm
    weapon, in fact, it's the exact same, except for the fact that you can
    follow it up with a second attack by pressing Circle for a second time.
    This has obvious benefits.  For one, it does effectively double the attack
    power if you can make both strikes hit, and hit cleanly.  After the second
    slash, it would be as if you had used a left arm sword in terms of when
    you can attack again.  Drain isn't too much to sweat over, but it is high
    for a Laserblade that doesn't emit energy waves on its own.  The stats
    built into the arms aren't too bad, nor are they spectacular.
    Plus Blade: For each strike, these arms can create one purple energy plane
    for a long distance attack.  As was said in the blades sub section, you
    must be a level two Plus, (meaning you had two operations performed on
    your pilot), or more in order to do this.
    Type: Machine Gun
    Travel Speed: 2
    Potential Damage: 63300
    Offensive Edge: 10550
    Accumulative Heat: 2800
    Lasting Power: 1500
    Total Cost: 14100
    These aren't terrible.  You do get a good amount of damage out of them,
    and rather quickly.  They don't last too long, nor do they run out of
    ammo in the blink of an eye.  The fire rate is probably the worst I've
    seen for any Machine Gun, but the linked fire makes up for it.  I can't
    see penny pinchers using these liberally for missions, but a lot of
    people will favor these for Arena Combat.  As with all arm weapons except
    the previous one, once you're out of ammo, you have no melee weapon to
    fall back on.
    Type: Bazooka
    Travel Speed: 5
    Potential Damage: 66400
    Offensive Edge: 13280
    Accumulative Heat: 2200
    Lasting Power: 1100
    Total Cost: 9200
    I'm sort of partial to this weapon.  It's easily one of the lighter weapon
    arms, and also one of the cheaper.  It does burn ammo surprisingly
    quickly, thanks in no small part to the linked fire, which helps it do
    tons of damage in no time at all.  The slow traveling ammunition
    practically begs you to use this close, but the Narrow and Deep weapon
    lock will make that hell.  If you can get past that, you'll probably find
    it to be a good set of arms to put on lighter ACs.  Make sure you have some
    good back weapons with this, however, if you plan on milking the lower
    total cost for all its worth.
    Type: Grenade Launcher
    Travel Speed: 4
    Potential Damage: 55540
    Offensive Edge: 11108
    Accumulative Heat: 3104
    Lasting Power: 900
    Total Cost: 24200
    This weapon specializes in both drilling a hole in your pocket, and the
    enemy's AP.  Ideal for people who like to pull off one shot and leave.
    So how do you get your money's worth out of this weapon?  Use it in the
    Arena.  There are so many reasons to keep this well away from missions.
    Low ammo, pathetic lasting power, exorbitant ammo cost, all of those
    put it in league with the FIN-BOO missile, which, by the way, is the
    way to go if you want to Plus yourself out if you can buy it.  If not,
    these will do in a pinch.
    Type: Plasma Cannon
    Travel Speed: 4
    Potential Damage: 40320
    Offensive Edge: 16400
    Accumulative Heat: 1640
    Lasting Power: 576
    Energy Consumption: 76340
    This always was a fun weapon.  It was more fun when it made big
    explosions, but we can't hold that against it, now can we?  As you
    can see, it guzzles energy, and empties rather quickly, but also
    has a great potential for damage.  Once again, slow traveling
    ammunition and a Narrow & Deep weapon lock balance it.  If you're
    going to dream about taking it with you on a mission, don't forget
    to include a Chain Gun and/or S612 Small Missile in that dream, or
    basically anything with a high potential damage and high ammo.
    Type: Laser Cannon
    Travel Speed: Varies
    Burst Power: 750
    Burst Heat: 50
    Potential Damage: 48000
    Offensive Edge: 13500
    Accumulative Heat: 900
    Lasting Power: 896
    Energy Consumption: 43200
    Now we know where the SPGUN went, sort of. Um, well, for a Slug Gun,
    this is slightly unorthodox.  Instead of one huge cluster with devastating
    damage that takes forever to reload, this fires fairly quickly, but with
    weaker clusters of shots.  The result is a higher offensive edge, but
    lower burst power.  Plus, since this isn't a Back Unit, this can be MUCH
    better for Bipedal, Reverse Jointed, or Hover ACs to get close with.  It
    does have quite an appetite for energy, but it has a decent amount of
    ammo, which is also spread fire, making it capable of damaging many
    enemies significantly enough to matter.  Between this and the previous
    weapon, I'd say this is a better bet for missions.  Much better, but you
    still should support it with a high ammo, high potential damage back
    weapon or two.
    Type: Laser Cannon
    Travel Speed: 6
    Potential Damage: 57996
    Offensive Edge: 9666
    Accumulative Heat: 144
    Lasting Power: 1332
    Energy Consumption: 55440
    I'd say that this is a better Mission weapon comparing it to the DC10 arms
    simply because it has more ammo, does more damage in the long run, and
    best of all, costs nothing to fire.  As a weapon, it is much weaker,
    thus not as well suited to the hit and run style of the DC10.  As long as
    there is something to back these arms up when they're all out of ammo,
    you should be just fine for most missions.  A little trick you can use to
    conserve ammo with this, or any energy ARM weapon is to fire when you
    have enough energy for only one shot, as opposed to two shots.  The AC
    will fire with just one arm, as if it were a right arm weapon.
    Type: Small Missile
    Potential Damage: 49200
    Lock Speed: Fast
    Offensive Edge: 10250
    Accumulative Heat: 5000
    Lasting Power: 1104
    Total Cost: 39840
    Use for their their intense heat, or not at all.  These are ridiculously
    heavy, and expensive.  See the next weapon for more reasons to avoid these.
    As much as I hate this weapon, I don't want to waste space by bashing it
    twice in full detail.
    Type: Small Missile
    Potential Damage: 62400
    Lock Speed: Fast
    Minimum Volley Offensive Edge: 9360
    Maximum Volley Offensive Edge: 37440
    Minimum Volley Accumulative Heat: 1740
    Maximum Volley Accumulative Heat: 6960
    Minimum Volley Lasting Power: 3280
    Maximum Volley Lasting Power: 820
    Total Cost: 11200
    Round 2 of why the H801 is garbage.  Firstly, if you use this weapon with
    only two locks at a time, you have exactly what the H801 is only better in
    nearly every single way.  Use them with the full four locks, and you have
    a devastating weapon that drains ammo very quickly.  No matter what you
    want in an arm missile, this weapon gives it to you, and the H801 will
    give you something similar, but at more weight, and energy drain, not to
    mention less AP.  Only in the long run will the H801 be able to do more
    heat damage to the enemy, but that's it.
    ~~~~~Section 4-H~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Optional Parts: Just about all of these parts, with maybe a few
    exceptions do, in one way or another, affect your weaponry.  Each part
    occupies a set number of "slots" in your Core, where the Core you select
    determines how many slots you have available.  The number of slots used is
    kept with each part here for convenience.
    Slots Used: 2
    This part increases your defense against shell weapons.  It doesn't
    increase it by any vast amount, but it does help lightweights feel a bit
    tougher, and makes Heavyweights even more durable.
    Slots Used: 1
    This one increases your energy defense a little bit.  Using just one slot,
    it's probably the most widely used optional part.  Like the previous part,
    this will make a noticeable difference, but it wont be anything dramatic.
    Slots Used: 4
    This part gives you a higher maximum charge on your Generator, while
    apparently doing nothing for your energy output.  Very useful for any
    and all ACs.  The only big drawback to this part shows itself when you
    run out of energy, where it will take longer to charge back up.  I
    don't see many people doing that often though.
    Slots Used: 2
    This will make you take your hits a little better, making it harder to
    snuff your attacks, or trap you by stunning you while shooting you to
    death.  Lightweight ACs should definitely give this a look.
    Slots Used: 1
    If you've had the fourth Plus Operation performed, you don't need this
    one bit.  If you haven't, it'll make you move back less when you fire
    cannon style Back Weapons other than the one sided Chain Gun, (which has
    no recoil to speak of).
    Slots Used: 5
    This makes you turn faster.  Not THAT much faster, but it's still an
    improvement, all the same.  Any AC can benefit from this one, although
    some are just lost causes in this area, and are better suited to
    upgrades in other areas.
    Slots Used: 6
    Very, very useful.  This part increases the attack power of all Energy
    Weapons, thus boosting their offensive edge, and potential damage stats.
    If you have more than one energy weapon, (or an energy weapon with very
    little ammo), you really should put this on.  Don't use this thinking
    it makes your sword stronger.  It doesn't affect it, blade, or Plus
    Slots Used: 1
    Very few scenarios where you'd need this.  First of all, if you've had at
    least one Plus Operation performed, you don't need this, as the first
    operation gives you a radar that has a missile display.  Secondly, a few
    of the Radars you can equip will also have this function.  If your AC
    can't detect oncoming missiles, you MIGHT want this.  I find it rather
    distracting myself.
    Slots Used: 2
    Just what a missile boat needs.  It will lower the time needed to acquire
    a lock on with any weapon that functions as a missile.
    Slots Used: 1
    Lowers the reload time of energy weapons, thus boosting their Offensive
    Edge, but lowering their Lasting Power, while boosting their energy
    consumption.  Taking up only one slot, I'd put this on any AC with the
    Energy Machine Gun, or a Pulse Rifle, or just to fill a leftover slot
    on any AC that has an energy weapon.
    Slots Used: 5
    Looks to cut down energy usage as a result of using energy weapons by
    25 percent.  I, personally would use this with any of the Energy Weapon
    Arms, and the Pulse Cannon back weapon.  With the Energy Machine Gun?
    A definite maybe.
    Slots Used: 5
    This breaks missile locks after a little while, making it very hard to
    line up a good volley, and even harder to get multiple locks.  A
    thoroughly annoying part.
    Slots Used: 1
    This uses one too many slots.  Basically, it fires any weapon that
    functions as a missile automatically when it locks as many times as
    possible.  I'd like it more if it launched them for you when your
    opponent was about to counter your lock with the previous part, or
    when they were about to exit your targeting box, but it doesn't do
    that.  I'd rather leave that slot empty than put this thing in.
    Slots Used: 6
    Slightly increases the energy supply of your arms, thus leading to more
    potent blade attacks, as well as more durable shields.
    Slots Used: 2
    This part is helpful for ACs using Hover Legs, or those who are fond of
    Override Boosting, as it allows you to come to a complete halt much more
    Slots Used: 6
    This part improves your FCS by letting it scan a larger area for targets.
    Great for Narrow and Deep Weapons.
    ~~~~~Section 4-I~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Miscellaneous: Just a bunch of information that you shouldn't be without,
    but doesn't quite fit into any other section.  If I get lots of questions,
    I'll be sure to add them in with a future update.
    Core Weapons: Just a touch up on something not everybody knows.  Three of
                  the six cores have a gun fixed in the center of the front of
                  them.  For easy classification, those would be the Emeraude
                  Cores.  Whereas Zio Matrix Cores seem to excel in the areas
                  of Override Boosting, (mostly, compared to others in their
                  weight class, and in terms of power), and room for
                  Optional Equipment, (compared to others in their weight
                  class), these Emeraude Cores do one VERY important thing to
                  make up for their shortcomings in those areas.  They shoot
                  down missiles with those aforementioned guns.  Several stats
                  determine how well they will do so, but you can rest
                  assured that if you are facing missiles that are speeding
                  towards you, your core will on average, nearly always try
                  to shoot down at least one, often more.
    Shields and Cannons: In the case of most cannon weapons, an AC using one
                         will grasp it with one hand when it's readied,
                         providing that hand is free.  The hand always
                         corresponds to the side that the weapon is equipped on.
                         However, when used with shields, this becomes
                         complicated.  For a shield to be readied, the hand
                         must be neutral.  For some reason, if the left hand
                         of an AC using the shield is being occupied to hold
                         the cannon, the shield cannot be activated.  This
                         means that you can't shield yourself while using that
                         weapon.  Furthermore, if you ran out of ammo, and
                         the last weapon you used, (the last one to run out),
                         is your left back weapon, you can't use the shield at
                         all!  Well, you would be more than likely done at that
                         point anyway.  Fortunately, not all of the cannons
                         are held by the AC when in use.  Specifically, two of
                         them, namely  the EWC-XP0808 and EWX-GCN77-4 are too
                         small to grab, and thus do not interfere with shields
                         in any way at all.  I just can't help but find it
                         funny how something started in the first AC,
                         presumably as a matter of  aesthetics, has gone on to
                         cause a very real problem.  Your lesson?  When using a
                         shield, equip cannons on the RIGHT side, (unless
                         they're either of those two).
    Classification: While most weapons can be easily classified by their type,
                    their functions fall into six Categories.  They are normal,
                    missile, cannon, automatic function, sword, and shield.
                    While the type often helps speak for the function, (i.e.
                    Small MISSILE, Laser CANNON), it can also be misleading.
                    For one, Pursuit MISSILES do not function as missiles at
                    all in the sense that they don't lock, thus can be fired
                    as long as they're not reloading, just like any normal
                    weapon, and at the same time Orbit CANNONS, aren't
                    Cannons at all, but missiles.  For single back weapons,
                    the only cannons you'll find have _WC as the prefix of
                    their part name.  The blank represents the enterprise that
                    makes the part, of course.  Now, with dual weapons,
                    (_WX), you need to know what they really are since the
                    name doesn't tell you anything other than that they
                    connect to both hardpoints on your AC's back.  Another note
                    is that Arm Weapons use the _AW prefix, which hardly
                    classifies them as anything but arms with built in weapons,
                    but their types thankfully correspond to what they are.  To
                    add to the wonderful confusion, projectile types can be
                    different from weapon functions, (Pursuit Missile again),
                    which means next to nothing until we begin to talk
                    Anti-MISSILE systems. In that case, always assume the name
                    is right.
    Dual Back Weapons:
      Cannons: Such weapons require the AC, if it uses bipedal, reverse
               joint, or hover legs, to kneel prior to firing in order to
               counter the force of the weapon.  When used as Arm Weapons,
               they act precisely like Normal Weapons.  Such Dual Back Units
                 EWX-GCN77-4 (Chain Gun)
                 ZWX-E90/MAC (Plasma Cannon)
      Normal: Such weapons require no special circumstances for firing.
              Such Dual Back Units are:
                ZWX-IV/PURSUIT (Pursuit Missile)
                ZXR-S/STEALTH (Stealth)
      Missile: Such weapons require at least one full lock on to fire, and
               can also trigger Relation Missiles. Such Dual Back Units are:
                 EWX-BAL4 (Multi Missile)
                 EWX-VLS241 (Vertical Missile)
                 ZWX-F04/ORBIT (Orbit Cannon)
      Automatic Function: Such weapons or parts function whenever they are
                          equipped, needing only a trouble free system to
                          function properly.  Such Dual Back Units are:
                            ZXR-S/STEALTH (Stealth)
    Blade Attacks: The laserblade is a fairly limited weapon, in that it can
                   only be used to perform one type of strike on a given AC.
                   There are three distinctly different attacks, each more
                   or less determined by the legs the attacking AC uses.
                   It's relatively uncomplicated until we get to middleweight
                   Bipedal legs which act like true hybrids bringing your AC's
                   arms into the matter.
                   ACs using light Bipedal legs, (ZLN-EK1/SRRT, ELN-701,
                   and ZLN-WA02/SS), or ACs that use Reverse Joint Bipedal
                   Legs will perform the Diagonal Slash.  This is the
                   weakest of all blade attacks, and is also somewhat
                   difficult to hit with, especially from the air.
                   ACs using heavy Bipedal legs, (ZLN-2A/GR, ELN-STVM,
                   and ZLN-9001/A), or Hover legs will perform the
                   Horizontal Slash.  This has a nice wide arc, has around
                   twice the power of the Diagonal Slash, and is much easier
                   to connect with.  It is more possible, however, to do
                   half of the intended damage by just barely hitting with it.
                   Lastly, ACs using either Quadrupedal or Caterpillar
                   legs will perform the Thrust Attack.  This is by far the
                   most powerful blade attack, but is also the most
                   difficult of all to connect with.
                   Now, regarding midweights, there are all too many
                   factors involved.  ACs that use middle weight legs,
                   (ZLN-XX0/TP, ZLN-XA1/FA, ELN-2002AT, ELN-02A, and
                   ZLN-XA2/FF), can do either the horizontal, or
                   diagonal slash depending on the rest of their
                   equipment.  If you place a midweight core, (ECM-XR00
                   or ZCX-F/ROOK), or a heavyweight core, (ECH-D4 or
                   ZCH-GR/1), on top of those legs, the AC will perform
                   the Horizontal Slash when it uses the laserblade.
                   Should you use either lightweight core, (ECL-ONE or
                   ZCL-XA/2), things will become complicated, as you
                   can still perform either slash depending on what arms
                   you put on.  If you place lightweight arms,
                   (ZAN-202/TEM, EAN-02-BG, ZAN-303/S, and EAN-1111),
                   on the core, your AC will perform the Diagonal Slash.
                   Placing any other arms on, however, will cause it to
                   use the Horizontal Slash.
    Blade Damage: There are quite a few factors involved here.  The most
                  important, I suppose would be Attack Power.  After that,
                  you have Energy Supply.  Make those as high as you can
                  and you have statistically, the best blade.  For your
                  convenience, that would be the LS-MOONLIGHT with the
                  ZAN-303/S arms, and the SP-BLS option part.  The parts
                  you take will determine the attack you perform as
                  detailed above.  No matter what parts you take, once
                  you are in battle, to do the most damage possible,
                  you must hit your opponent with a sword blow from the
                  air.  It does not matter where they are.  A hit from
                  the air is significantly more powerful than a charging
                  strike from the ground.  On Quadrupedal legs, doing all
                  of those things will result in a blow that will inflict
                  almost 4600 Armor Points of damage to the starter AC.
    Missiles: Missiles are clearly different from most projectiles.  The
              way they are used is different, and the way they strike is
              different.  Their semi-intelligent tracking and high damage
              swarms make them deadly.  To defend against them, we have the
              old style fixed guns on some of the Cores, which will attempt
              to shoot them down, and we now have dedicated Anti Missile
              Extensions, which do the same thing, but much more reliably.
              Such things, combined with the limited air time of missiles,
              have over time lead people to believe they can shoot missiles
              down with normal weapons, such as Rifles, Grenade Launchers,
              and normal Missile Launchers themselves.  Not so.  On a tip I
              received from a fellow message board user, I too tried to shoot
              them down in that manner, only to see what he saw.  It is not
              possible.  Missiles can be shot down by the fixed gun on the
              AC's Core, or Anti Missile Extensions, or they can blow up
              after a set time, during which they were not able to strike
              anything, be it their target, or some scenery.
    ******Section 5**********************************************************
    Basically, these are the people or parties without whom this guide would
    never have been typed up, as well as those who gave feedback which led
    to improvements throughout the document.  Many thanks to everybody listed.
    -From Software and AGETEC: The former, for making this game, the latter
    for releasing it here.  Without them, there would be nothing to write
    about.  I also did use the statistics given in the game in my formulas, as
    well as part names.
    -"DiabloLDark": He helped verify that a nifty little converter program was
    working as advertised.  That effectively put an end to all formatting
    -"Kenjii": Several suggestions, gave me a few good ideas for new topics
    that need to be addressed under the Misc. section.
    -"Collider": Conducted several tests to dispel the widely believed myth
    which would have people think they could shoot down missiles with anything
    other than dedicated anti missiles.  This caused me to repeat his test,
    and in doing so, I found that to be true.  I created a topic under the
    Misc. section to formally address the matter.
    That's it.  Thanks guys!
    ******Section 6**********************************************************
    E-mail: (standard feedback, corrections, guide hosting notifications)
    GameFAQs Message Boards: (just so you know I'm there)
      Gelgoog IX
    I do have other contacts, but that IS my only GameFAQs username.

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