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What to buy in tier 5?

What to buy in tier 5?

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Oct 23, 2023, 12:4210/23/23
10/23/23
0

What to buy in tier 5?

Unlocked tier 5 and have 3900 Acoins and 400000+ credits. I'm saving credits for dl8 but other than that I don't know what to get.


I bought zypher when I started playing and didn't knew much and that was a grave mistake as I haven't even touched it also it's only 2 stars and I have to level it up to 4 stars whereas I could've just unlocked it for credits. Same for carbine 8, only 2 stars and didn't touch them afterwards.

https://xender.vip/

Should I get weapons first or the mechs? Most weapons in this tier are 10 energy and don't have their 2nd copies which I don't like. What mechs are good.?

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Oct 25, 2023, 16:0110/25/23
Oct 25, 2023, 22:49(edited)
02/16/23
56

This information only includes tier 5 weapons and no mechs or specific pilots. If there are little stars (*) left behind a word or phrase, this means you can find their definitions at the bottom of the page.

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In-game currency weapons:

•Arc torrent 10. If you have arc torrent 6, you should definitely be aiming at the arc torrent 10, so you can combine them together on a mech you have like zephyr. This will prove to be a very powerful and damaging build, based off where you supposedly are in the game. This weapon has high damage, decent damage reload speed, and terrible range, but the range part can be fixed with a good pilot and good implants to the point where it is a medium range weapon. The arc torrent 10  has its own unique trait of having a chain of fire. This means that if their are more than one enemy standing near each other, if you shoot one of them, the other will also take some of the electrical current firing towards the first mech. Arc torrents also come with another special perk in which they apply a debuff* to enemy mechs that destabilizes their crosshair. This means that their center of aiming will be jossled around and make it hard for them to aim. I would imagine this perk would be especially effective when fighting an EM rifle or railgun user up close due to the precise firing of snipers. This weapon also comes at a reasonable price which is significantly less than any legendary weapon, no matter the energy. Overall, this is a good weapon and it is fun to listen to the audio whenever you shoot an enemy with your awesome electric currents.

•Nade launcher 10. Nade launcher 10 has some prentry good stats: quick reload, good amount of ammo, burst fire, medium--long range, and can shoot over things. However, since you don't like 10 energy weapons, this might not be for you if you don't have a nade launcher 6 or 8, which, in my opinion, is a waste of acoins. This weapon also has some AOE damage which proves useful if you don't hit your target head on. Although, this weapon also goes very well with a missile rack for even more damage and burst fire. This weapon is a great buy because it has overall good stats and costs only 310k credits. This weapon does have quite a difficult learning curve, but practice makes perfect and despite the slow projectile speed, you can be successful using this weapon. Overall, this weapon is debatable, but I believe this is a good weapon.

•Javelin rack 12. This weapon can prove useful, with mediocre to lowish damage without pilots and implants, mediocre reload speed, and decent range. Also, this weapon has a double damage chance. If you have another javelin rack you can pair with it, it will be a pretty good build which can carry you through some matches. However, this weapon is very cheap, standing at a little over 600 acoins. It also has medium range, but can even become similar to a long range weapons' range with a legendary range implant and a good pilot. Overall, this is a decent to mediocre weapon.

•Rocket mortar 12. This weapon can prove very useful, despite it has very high reload speed. The damage is high and with the right implants and pilot + having another rocket mortar to use with it, you can rack up on kills. This weapon has a long range and an affordable price, similar to the cost of the javelin rack 12. This weapon also has a radius of fire, so if you get the right implants and pilot, you can hit an area of opponents across the map and destroy them all. I am not exactly sure what it means, but my rocket mortar is at rank three, level seven and it says there is a 10% score boost which I think means that each time you get a kill with your mortars, it will add 10% more to your score at the end of the game, which can prove very useful in tournaments because the rewards you earn at tournaments are based off your score and if rocket mortars can add to your score, you will have an easier time riding to the top than without the mortars. This weapon has a somewhat steep learning curve, but overall, this is a good weapon.

•Disc launcher 8. Probably the best weapon you can buy without real money and it costs credits**, which is a major bonus. Although it might not have extremely high damage, that can be fixed by using a good pilot with good implants and the reload speed is above average. Using disc launcher is a big learning curve, but in only a week you can learn to become a pro using them. However, this weapon is a short term weapon unless you plan on using it with a maxed out 16 energy mech. It has AOE damage with means area of effect, so you can just shoot this weapon right next to an opponent and deal the same amount of damage from the AOE as you would after shooting the opponent head on. This weapon is also very good considering it costs credits and also is medium range, but could have much longer range with good implants. Overall, this is a good weapon.

•Carbine 8. I have never used a carbine 8 and I do not own one, however I do own carbine 12s and this my favorite weapon. With a nearly maxed out epic damage implant and using the pilot Red, my carbine 12s can do 144k damage per carbine with a total of around 288k damage together and, like the other two carbines, this weapon has a double damage chance. However, this weapon will not last forever. If you wish to continue playing and winning using mechs above 16 energy, I would not recommend buying this weapon. The reload is quick, the damage is high, but the cost is even higher. This weapon will prove useful to you mainly if you are planning on maxing out mechs like lancer, shadow, maybe even tengu and using the carbines on one of those mechs later on in the game. This weapon is considered a short term weapon and I advise you to wait until you reach a higher tier where you can buy a more damaging carbine with higher value at a lower price. Overall, this is a good weapon.

•EM rifle 8. I have never used this weapon or any EM rifle, but I have played against many players using this weapon. The damage is low, the reload is extremely good, and with the right implants and pilot, you will most likely have the most success using this weapon over any other in this category. However, this is a very expensive weapon which is similar to the carbine 8. This will most likely bring you short-term value, so I implore you to buy an EM rifle of higher energy, damage, and power because 8 energy legendary weapons always cost more than the higher energy weapons for whatever reason. Overall, this is a good weapon.

•Minigun 8. Although I do not have this weapon or any other minigun, the minigun 8 is hard to describe because it is the god of damage. At max level and with good implants + a good pilot, just one minigun 8 can take on a crowd of players. These weapons dispense 100s of 1,000s of damage with a magazine of 200 bullets, which can be increased with implants. However, every weapon has their own problem(s). The minigun 8 has, by far the longest reload speed which will leave you defenseless for around 17-20 seconds without implants. Also, this weapon makes you mech literally turn slower. This might not seem like a problem from first glance, but really does leave you vulnerable when you are trying to be alert and on the lookout. This weapon is also similar to assault weapons in the sense that the bullets fly out and sort of spray at opponents over long ranges. This will leave many of this 200 bullets flying away from your target. To my own knowledge, you should be able to prevent this from happening with proper implants, but the list goes on. This weapon also has a buildup spin.  This means that the minigun barrel must start spinning to get momentum to shoot tons of bullets at once which lasts for about a second. This can be lessened with implants. The price is another story though. It is around the same 8,200+ acoins that the EM rifle 8, carbine 8, and chain gun 8 (the chain gun 8 is next). Although, this weapon could bring you value after all the other weapons might not. Since the other weapons don't dispense 100s of 1,000s of damage, the minigun could still prove useful. Cycling back to the price, you could still buy a minigun 10, 12, or 16 for what I assume is a lower price than the minigun 8 by following the legendary weapon pattern. Overall, this weapon is good, but the journey to getting the minigun to be very effective is long and expensive.

•Last and perhaps least, helix rack 10. I do not own this weapon or any other helix rack, but I do know that it is mediocre. With slightly high stats than the javelin rack, I am unsure of the quality of this weapon. This weapon is priced at the reasonable price of 3,100 acoins and has lower damage than the javelin rack 12 at max level, but more than the javelin rack 8 at max level. This weapon, without implants, has a longer range than that of any javelin rack, but still has the same low damage and 0.3 second shorter reload speed as a javelin rack. In my opinion, this weapon even with a good pilot and good implants is decent maybe mediocre, but because of the price, I would say a javelin rack 12 is better, unless you factor in the results. This weapon also has a double damage chance. However, since you don't like 10 energy weapons, this is the only weapon I do not recommend on this list and I advice you to save your money for better weapons or even just buy a better helix rack, like a helix rack 12 or 16 which will bring you better long-term value. If you do want to buy this weapon and have a lower tier helix rack or even a lower tier javelin rack (the 8 or the 6) that you can pair with the helix rack 10, this could have the potential to be a good build. If you still want to buy it and don't have a helix rack 6 or a javelin rack 6, buying a javelin rack 6 would generally be a better descision because it has a better bang for your buck, but the descision would the be yours.

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Real-life currency:

•Cryo launcher 10. Since you said you don't like 10 energy weapons, this might not be the weapon for you. However, if you have a weapon like a nade launcher 6 or 8 you could pair this with, you could make a good build. The reload is the same as the EM rifle, the damage is mediocre, the range is good but not long range, there is some AOE damage, and there is a slowing perk where the projectiles will slow down your opponent on impact similar to a stasis beam, but without the long freezing speed where you have to hit your opponent for a short time of around 2-4 seconds before freezing them. I also do not own this weapon and have never played against another player using it, I have much experience playing against bots which use it. Based off your description of you play style, I do not recommend spending on this weapon. This is overall not a good weapon.

•Chain gun 8. I do not own this weapon, but I have some experience playing against other players that use it. This weapon is the little brother of the minigun. Both the minigun and the chain gun are from the "heavy duty" category, and both have a buildup to fire, but still deal big damage. However, the chain gun 16 does not even compare to the minigun 6 damage-wise, but you can still beat minigun players using a chain gun. This weapon's buildup for firing is a bit different from its' older brother. It fires the moment you pull the trigger, but the bullets fire slowly and become faster and faster the more you shoot them. This weapon deals more damage than most 8 energy weapons, but still has a long reload speed of 9 seconds. The range is about the same as a javelin rack without implants and it has a double damage chance. There is a hit cone, which means something similar to the minigun and assault weapons: the bullets spread over long distances, so your bullets will not all hit your target. This can be averted with implants. Overall, I would advise you to wait and not buy this weapon because, in my opinion, you should save your money and buy better things and I would tell you the same about all the other money deals Plarium makes, but that's just me. You do whatever you want with your money.

•Fragment gun 12. Fragment gun 12 is a gun that pretty much strikes fear through my heart and especially when used by a player using a surge or a bot with a tank. This gun has very high damage for its class, it is a close-quarters weapon with surprisingly good range (for a close-quarters weapon), has a fast reload speed, and has 6 shots to inflict that damage on players like me. This weapon doesn't really have any major downsides or flaws, which makes it even more scary to play against. It is basically the big, bad older brother of the shotgun. Ever since the gear hub was released, I've been dying to get my hands on any fragment gun, but they still are unavailable to F2P*** players. This is a good weapon.

•Disruptor 8. Right off the bat, I'm just gonna say I still do not really understand this weapon. I do not own this or any other disruptor, and I don't feel too sad about that either. It deals really low damage, has a fast reload speed, has good range, has a shield bypass (which I assume means it goes right through tank shields), and there is a green line that shoots out of the projectile once the projectile reaches within 7 meters of an opponent and hits them with more damage than the description of the weapon says the weapon can do. I do not know if this is a good weapon, so you're on your own with this weapon because I don't know if it is good or bad.

•Fusion cannon 10. I do not own or like this weapon. It is basically a more advanced plasma cannon which deals mediocre damage, has a magazine of 25 projectiles, has a medium to short range, has a hit cone, and a slowish projectile speed. I personally dislike and would never spend in-game currency, much less real-life currency on this weapon. I would say this is overall a bad weapon and I do not recommend buying it unless it becomes purchasable but F2P players at a low cost in credits or an extremely low cost in acoins.

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This took quite a bit of time to make with a bit of research, but I hope you make the most of my information and take it into consideration. I do not own many of the weapons on this list, but have played against them many times before. Whether you like 10 energy weapons or not, you will still probably have to buy them at some point to have the ability to advance to the next tier and get even more advanced weapons for cheaper prices as mentioned eariler. Now, go figure out your favorite weapons, mechs, and pilots and dominate in the arena.

---------------------------------------------

*In this context, a debuff refers to an effect left on a mech, similar to that of the zephyr's and surge's effect which stops enemy mechs or the overheat caused by thermal lances.

**I bought my disc launcher 8s before the gear hub and when I bought them, they cost about 825k credits. I am unsure if they now cost more or less credits or acoins.

***F2P means free to play, referring to players which don't spend money on a game outside of in-game currency.

(I am not sure if you knew these terms or not so I just added in their definitions anyways😉).

Oct 25, 2023, 16:1510/25/23
09/05/22
204
King’sArenaYT

This information only includes tier 5 weapons and no mechs or specific pilots. If there are little stars (*) left behind a word or phrase, this means you can find their definitions at the bottom of the page.

---------------------------------------------

In-game currency weapons:

•Arc torrent 10. If you have arc torrent 6, you should definitely be aiming at the arc torrent 10, so you can combine them together on a mech you have like zephyr. This will prove to be a very powerful and damaging build, based off where you supposedly are in the game. This weapon has high damage, decent damage reload speed, and terrible range, but the range part can be fixed with a good pilot and good implants to the point where it is a medium range weapon. The arc torrent 10  has its own unique trait of having a chain of fire. This means that if their are more than one enemy standing near each other, if you shoot one of them, the other will also take some of the electrical current firing towards the first mech. Arc torrents also come with another special perk in which they apply a debuff* to enemy mechs that destabilizes their crosshair. This means that their center of aiming will be jossled around and make it hard for them to aim. I would imagine this perk would be especially effective when fighting an EM rifle or railgun user up close due to the precise firing of snipers. This weapon also comes at a reasonable price which is significantly less than any legendary weapon, no matter the energy. Overall, this is a good weapon and it is fun to listen to the audio whenever you shoot an enemy with your awesome electric currents.

•Nade launcher 10. Nade launcher 10 has some prentry good stats: quick reload, good amount of ammo, burst fire, medium--long range, and can shoot over things. However, since you don't like 10 energy weapons, this might not be for you if you don't have a nade launcher 6 or 8, which, in my opinion, is a waste of acoins. This weapon also has some AOE damage which proves useful if you don't hit your target head on. Although, this weapon also goes very well with a missile rack for even more damage and burst fire. This weapon is a great buy because it has overall good stats and costs only 310k credits. This weapon does have quite a difficult learning curve, but practice makes perfect and despite the slow projectile speed, you can be successful using this weapon. Overall, this weapon is debatable, but I believe this is a good weapon.

•Javelin rack 12. This weapon can prove useful, with mediocre to lowish damage without pilots and implants, mediocre reload speed, and decent range. Also, this weapon has a double damage chance. If you have another javelin rack you can pair with it, it will be a pretty good build which can carry you through some matches. However, this weapon is very cheap, standing at a little over 600 acoins. It also has medium range, but can even become similar to a long range weapons' range with a legendary range implant and a good pilot. Overall, this is a decent to mediocre weapon.

•Rocket mortar 12. This weapon can prove very useful, despite it has very high reload speed. The damage is high and with the right implants and pilot + having another rocket mortar to use with it, you can rack up on kills. This weapon has a long range and an affordable price, similar to the cost of the javelin rack 12. This weapon also has a radius of fire, so if you get the right implants and pilot, you can hit an area of opponents across the map and destroy them all. I am not exactly sure what it means, but my rocket mortar is at rank three, level seven and it says there is a 10% score boost which I think means that each time you get a kill with your mortars, it will add 10% more to your score at the end of the game, which can prove very useful in tournaments because the rewards you earn at tournaments are based off your score and if rocket mortars can add to your score, you will have an easier time riding to the top than without the mortars. This weapon has a somewhat steep learning curve, but overall, this is a good weapon.

•Disc launcher 8. Probably the best weapon you can buy without real money and it costs credits**, which is a major bonus. Although it might not have extremely high damage, that can be fixed by using a good pilot with good implants and the reload speed is above average. Using disc launcher is a big learning curve, but in only a week you can learn to become a pro using them. However, this weapon is a short term weapon unless you plan on using it with a maxed out 16 energy mech. It has AOE damage with means area of effect, so you can just shoot this weapon right next to an opponent and deal the same amount of damage from the AOE as you would after shooting the opponent head on. This weapon is also very good considering it costs credits and also is medium range, but could have much longer range with good implants. Overall, this is a good weapon.

•Carbine 8. I have never used a carbine 8 and I do not own one, however I do own carbine 12s and this my favorite weapon. With a nearly maxed out epic damage implant and using the pilot Red, my carbine 12s can do 144k damage per carbine with a total of around 288k damage together and, like the other two carbines, this weapon has a double damage chance. However, this weapon will not last forever. If you wish to continue playing and winning using mechs above 16 energy, I would not recommend buying this weapon. The reload is quick, the damage is high, but the cost is even higher. This weapon will prove useful to you mainly if you are planning on maxing out mechs like lancer, shadow, maybe even tengu and using the carbines on one of those mechs later on in the game. This weapon is considered a short term weapon and I advise you to wait until you reach a higher tier where you can buy a more damaging carbine with higher value at a lower price. Overall, this is a good weapon.

•EM rifle 8. I have never used this weapon or any EM rifle, but I have played against many players using this weapon. The damage is low, the reload is extremely good, and with the right implants and pilot, you will most likely have the most success using this weapon over any other in this category. However, this is a very expensive weapon which is similar to the carbine 8. This will most likely bring you short-term value, so I implore you to buy an EM rifle of higher energy, damage, and power because 8 energy legendary weapons always cost more than the higher energy weapons for whatever reason. Overall, this is a good weapon.

•Minigun 8. Although I do not have this weapon or any other minigun, the minigun 8 is hard to describe because it is the god of damage. At max level and with good implants + a good pilot, just one minigun 8 can take on a crowd of players. These weapons dispense 100s of 1,000s of damage with a magazine of 200 bullets, which can be increased with implants. However, every weapon has their own problem(s). The minigun 8 has, by far the longest reload speed which will leave you defenseless for around 17-20 seconds without implants. Also, this weapon makes you mech literally turn slower. This might not seem like a problem from first glance, but really does leave you vulnerable when you are trying to be alert and on the lookout. This weapon is also similar to assault weapons in the sense that the bullets fly out and sort of spray at opponents over long ranges. This will leave many of this 200 bullets flying away from your target. To my own knowledge, you should be able to prevent this from happening with proper implants, but the list goes on. This weapon also has a buildup spin.  This means that the minigun barrel must start spinning to get momentum to shoot tons of bullets at once which lasts for about a second. This can be lessened with implants. The price is another story though. It is around the same 8,200+ acoins that the EM rifle 8, carbine 8, and chain gun 8 (the chain gun 8 is next). Although, this weapon could bring you value after all the other weapons might not. Since the other weapons don't dispense 100s of 1,000s of damage, the minigun could still prove useful. Cycling back to the price, you could still buy a minigun 10, 12, or 16 for what I assume is a lower price than the minigun 8 by following the legendary weapon pattern. Overall, this weapon is good, but the journey to getting the minigun to be very effective is long and expensive.

•Last and perhaps least, helix rack 10. I do not own this weapon or any other helix rack, but I do know that it is mediocre. With slightly high stats than the javelin rack, I am unsure of the quality of this weapon. This weapon is priced at the reasonable price of 3,100 acoins and has lower damage than the javelin rack 12 at max level, but more than the javelin rack 8 at max level. This weapon, without implants, has a longer range than that of any javelin rack, but still has the same low damage and 0.3 second shorter reload speed as a javelin rack. In my opinion, this weapon even with a good pilot and good implants is decent maybe mediocre, but because of the price, I would say a javelin rack 12 is better, unless you factor in the results. This weapon also has a double damage chance. However, since you don't like 10 energy weapons, this is the only weapon I do not recommend on this list and I advice you to save your money for better weapons or even just buy a better helix rack, like a helix rack 12 or 16 which will bring you better long-term value. If you do want to buy this weapon and have a lower tier helix rack or even a lower tier javelin rack (the 8 or the 6) that you can pair with the helix rack 10, this could have the potential to be a good build. If you still want to buy it and don't have a helix rack 6 or a javelin rack 6, buying a javelin rack 6 would generally be a better descision because it has a better bang for your buck, but the descision would the be yours.

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Real-life currency:

•Cryo launcher 10. Since you said you don't like 10 energy weapons, this might not be the weapon for you. However, if you have a weapon like a nade launcher 6 or 8 you could pair this with, you could make a good build. The reload is the same as the EM rifle, the damage is mediocre, the range is good but not long range, there is some AOE damage, and there is a slowing perk where the projectiles will slow down your opponent on impact similar to a stasis beam, but without the long freezing speed where you have to hit your opponent for a short time of around 2-4 seconds before freezing them. I also do not own this weapon and have never played against another player using it, I have much experience playing against bots which use it. Based off your description of you play style, I do not recommend spending on this weapon. This is overall not a good weapon.

•Chain gun 8. I do not own this weapon, but I have some experience playing against other players that use it. This weapon is the little brother of the minigun. Both the minigun and the chain gun are from the "heavy duty" category, and both have a buildup to fire, but still deal big damage. However, the chain gun 16 does not even compare to the minigun 6 damage-wise, but you can still beat minigun players using a chain gun. This weapon's buildup for firing is a bit different from its' older brother. It fires the moment you pull the trigger, but the bullets fire slowly and become faster and faster the more you shoot them. This weapon deals more damage than most 8 energy weapons, but still has a long reload speed of 9 seconds. The range is about the same as a javelin rack without implants and it has a double damage chance. There is a hit cone, which means something similar to the minigun and assault weapons: the bullets spread over long distances, so your bullets will not all hit your target. This can be averted with implants. Overall, I would advise you to wait and not buy this weapon because, in my opinion, you should save your money and buy better things and I would tell you the same about all the other money deals Plarium makes, but that's just me. You do whatever you want with your money.

•Fragment gun 12. Fragment gun 12 is a gun that pretty much strikes fear through my heart and especially when used by a player using a surge or a bot with a tank. This gun has very high damage for its class, it is a close-quarters weapon with surprisingly good range (for a close-quarters weapon), has a fast reload speed, and has 6 shots to inflict that damage on players like me. This weapon doesn't really have any major downsides or flaws, which makes it even more scary to play against. It is basically the big, bad older brother of the shotgun. Ever since the gear hub was released, I've been dying to get my hands on any fragment gun, but they still are unavailable to F2P*** players. This is a good weapon.

•Disruptor 8. Right off the bat, I'm just gonna say I still do not really understand this weapon. I do not own this or any other disruptor, and I don't feel too sad about that either. It deals really low damage, has a fast reload speed, has good range, has a shield bypass (which I assume means it goes right through tank shields), and there is a green line that shoots out of the projectile once the projectile reaches within 7 meters of an opponent and hits them with more damage than the description of the weapon says the weapon can do. I do not know if this is a good weapon, so you're on your own with this weapon because I don't know if it is good or bad.

•Fusion cannon 10. I do not own or like this weapon. It is basically a more advanced plasma cannon which deals mediocre damage, has a magazine of 25 projectiles, has a medium to short range, has a hit cone, and a slowish projectile speed. I personally dislike and would never spend in-game currency, much less real-life currency on this weapon. I would say this is overall a bad weapon and I do not recommend buying it unless it becomes purchasable but F2P players at a low cost in credits or an extremely low cost in acoins.

---------------------------------------------

This took quite a bit of time to make with a bit of research, but I hope you make the most of my information and take it into consideration. I do not own many of the weapons on this list, but have played against them many times before. Whether you like 10 energy weapons or not, you will still probably have to buy them at some point to have the ability to advance to the next tier and get even more advanced weapons for cheaper prices as mentioned eariler. Now, go figure out your favorite weapons, mechs, and pilots and dominate in the arena.

---------------------------------------------

*In this context, a debuff refers to an effect left on a mech, similar to that of the zephyr's and surge's effect which stops enemy mechs or the overheat caused by thermal lances.

**I bought my disc launcher 8s before the gear hub and when I bought them, they cost about 825k credits. I am unsure if they now cost more or less credits or acoins.

***F2P means free to play, referring to players which don't spend money on a game outside of in-game currency.

(I am not sure if you knew these terms or not so I just added in their definitions anyways😉).

How long did it take you to make this?


Oct 25, 2023, 22:4810/25/23
Oct 25, 2023, 22:50(edited)
02/16/23
56

Haha about an hour to an hour and a half. I just want lower tier players to feel included and have some good information. My only concern is that this guy doesn't ever read it cause that would s_u_c_k.

Oct 26, 2023, 10:3010/26/23
09/27/22
96
King’sArenaYT

This information only includes tier 5 weapons and no mechs or specific pilots. If there are little stars (*) left behind a word or phrase, this means you can find their definitions at the bottom of the page.

---------------------------------------------

In-game currency weapons:

•Arc torrent 10. If you have arc torrent 6, you should definitely be aiming at the arc torrent 10, so you can combine them together on a mech you have like zephyr. This will prove to be a very powerful and damaging build, based off where you supposedly are in the game. This weapon has high damage, decent damage reload speed, and terrible range, but the range part can be fixed with a good pilot and good implants to the point where it is a medium range weapon. The arc torrent 10  has its own unique trait of having a chain of fire. This means that if their are more than one enemy standing near each other, if you shoot one of them, the other will also take some of the electrical current firing towards the first mech. Arc torrents also come with another special perk in which they apply a debuff* to enemy mechs that destabilizes their crosshair. This means that their center of aiming will be jossled around and make it hard for them to aim. I would imagine this perk would be especially effective when fighting an EM rifle or railgun user up close due to the precise firing of snipers. This weapon also comes at a reasonable price which is significantly less than any legendary weapon, no matter the energy. Overall, this is a good weapon and it is fun to listen to the audio whenever you shoot an enemy with your awesome electric currents.

•Nade launcher 10. Nade launcher 10 has some prentry good stats: quick reload, good amount of ammo, burst fire, medium--long range, and can shoot over things. However, since you don't like 10 energy weapons, this might not be for you if you don't have a nade launcher 6 or 8, which, in my opinion, is a waste of acoins. This weapon also has some AOE damage which proves useful if you don't hit your target head on. Although, this weapon also goes very well with a missile rack for even more damage and burst fire. This weapon is a great buy because it has overall good stats and costs only 310k credits. This weapon does have quite a difficult learning curve, but practice makes perfect and despite the slow projectile speed, you can be successful using this weapon. Overall, this weapon is debatable, but I believe this is a good weapon.

•Javelin rack 12. This weapon can prove useful, with mediocre to lowish damage without pilots and implants, mediocre reload speed, and decent range. Also, this weapon has a double damage chance. If you have another javelin rack you can pair with it, it will be a pretty good build which can carry you through some matches. However, this weapon is very cheap, standing at a little over 600 acoins. It also has medium range, but can even become similar to a long range weapons' range with a legendary range implant and a good pilot. Overall, this is a decent to mediocre weapon.

•Rocket mortar 12. This weapon can prove very useful, despite it has very high reload speed. The damage is high and with the right implants and pilot + having another rocket mortar to use with it, you can rack up on kills. This weapon has a long range and an affordable price, similar to the cost of the javelin rack 12. This weapon also has a radius of fire, so if you get the right implants and pilot, you can hit an area of opponents across the map and destroy them all. I am not exactly sure what it means, but my rocket mortar is at rank three, level seven and it says there is a 10% score boost which I think means that each time you get a kill with your mortars, it will add 10% more to your score at the end of the game, which can prove very useful in tournaments because the rewards you earn at tournaments are based off your score and if rocket mortars can add to your score, you will have an easier time riding to the top than without the mortars. This weapon has a somewhat steep learning curve, but overall, this is a good weapon.

•Disc launcher 8. Probably the best weapon you can buy without real money and it costs credits**, which is a major bonus. Although it might not have extremely high damage, that can be fixed by using a good pilot with good implants and the reload speed is above average. Using disc launcher is a big learning curve, but in only a week you can learn to become a pro using them. However, this weapon is a short term weapon unless you plan on using it with a maxed out 16 energy mech. It has AOE damage with means area of effect, so you can just shoot this weapon right next to an opponent and deal the same amount of damage from the AOE as you would after shooting the opponent head on. This weapon is also very good considering it costs credits and also is medium range, but could have much longer range with good implants. Overall, this is a good weapon.

•Carbine 8. I have never used a carbine 8 and I do not own one, however I do own carbine 12s and this my favorite weapon. With a nearly maxed out epic damage implant and using the pilot Red, my carbine 12s can do 144k damage per carbine with a total of around 288k damage together and, like the other two carbines, this weapon has a double damage chance. However, this weapon will not last forever. If you wish to continue playing and winning using mechs above 16 energy, I would not recommend buying this weapon. The reload is quick, the damage is high, but the cost is even higher. This weapon will prove useful to you mainly if you are planning on maxing out mechs like lancer, shadow, maybe even tengu and using the carbines on one of those mechs later on in the game. This weapon is considered a short term weapon and I advise you to wait until you reach a higher tier where you can buy a more damaging carbine with higher value at a lower price. Overall, this is a good weapon.

•EM rifle 8. I have never used this weapon or any EM rifle, but I have played against many players using this weapon. The damage is low, the reload is extremely good, and with the right implants and pilot, you will most likely have the most success using this weapon over any other in this category. However, this is a very expensive weapon which is similar to the carbine 8. This will most likely bring you short-term value, so I implore you to buy an EM rifle of higher energy, damage, and power because 8 energy legendary weapons always cost more than the higher energy weapons for whatever reason. Overall, this is a good weapon.

•Minigun 8. Although I do not have this weapon or any other minigun, the minigun 8 is hard to describe because it is the god of damage. At max level and with good implants + a good pilot, just one minigun 8 can take on a crowd of players. These weapons dispense 100s of 1,000s of damage with a magazine of 200 bullets, which can be increased with implants. However, every weapon has their own problem(s). The minigun 8 has, by far the longest reload speed which will leave you defenseless for around 17-20 seconds without implants. Also, this weapon makes you mech literally turn slower. This might not seem like a problem from first glance, but really does leave you vulnerable when you are trying to be alert and on the lookout. This weapon is also similar to assault weapons in the sense that the bullets fly out and sort of spray at opponents over long ranges. This will leave many of this 200 bullets flying away from your target. To my own knowledge, you should be able to prevent this from happening with proper implants, but the list goes on. This weapon also has a buildup spin.  This means that the minigun barrel must start spinning to get momentum to shoot tons of bullets at once which lasts for about a second. This can be lessened with implants. The price is another story though. It is around the same 8,200+ acoins that the EM rifle 8, carbine 8, and chain gun 8 (the chain gun 8 is next). Although, this weapon could bring you value after all the other weapons might not. Since the other weapons don't dispense 100s of 1,000s of damage, the minigun could still prove useful. Cycling back to the price, you could still buy a minigun 10, 12, or 16 for what I assume is a lower price than the minigun 8 by following the legendary weapon pattern. Overall, this weapon is good, but the journey to getting the minigun to be very effective is long and expensive.

•Last and perhaps least, helix rack 10. I do not own this weapon or any other helix rack, but I do know that it is mediocre. With slightly high stats than the javelin rack, I am unsure of the quality of this weapon. This weapon is priced at the reasonable price of 3,100 acoins and has lower damage than the javelin rack 12 at max level, but more than the javelin rack 8 at max level. This weapon, without implants, has a longer range than that of any javelin rack, but still has the same low damage and 0.3 second shorter reload speed as a javelin rack. In my opinion, this weapon even with a good pilot and good implants is decent maybe mediocre, but because of the price, I would say a javelin rack 12 is better, unless you factor in the results. This weapon also has a double damage chance. However, since you don't like 10 energy weapons, this is the only weapon I do not recommend on this list and I advice you to save your money for better weapons or even just buy a better helix rack, like a helix rack 12 or 16 which will bring you better long-term value. If you do want to buy this weapon and have a lower tier helix rack or even a lower tier javelin rack (the 8 or the 6) that you can pair with the helix rack 10, this could have the potential to be a good build. If you still want to buy it and don't have a helix rack 6 or a javelin rack 6, buying a javelin rack 6 would generally be a better descision because it has a better bang for your buck, but the descision would the be yours.

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Real-life currency:

•Cryo launcher 10. Since you said you don't like 10 energy weapons, this might not be the weapon for you. However, if you have a weapon like a nade launcher 6 or 8 you could pair this with, you could make a good build. The reload is the same as the EM rifle, the damage is mediocre, the range is good but not long range, there is some AOE damage, and there is a slowing perk where the projectiles will slow down your opponent on impact similar to a stasis beam, but without the long freezing speed where you have to hit your opponent for a short time of around 2-4 seconds before freezing them. I also do not own this weapon and have never played against another player using it, I have much experience playing against bots which use it. Based off your description of you play style, I do not recommend spending on this weapon. This is overall not a good weapon.

•Chain gun 8. I do not own this weapon, but I have some experience playing against other players that use it. This weapon is the little brother of the minigun. Both the minigun and the chain gun are from the "heavy duty" category, and both have a buildup to fire, but still deal big damage. However, the chain gun 16 does not even compare to the minigun 6 damage-wise, but you can still beat minigun players using a chain gun. This weapon's buildup for firing is a bit different from its' older brother. It fires the moment you pull the trigger, but the bullets fire slowly and become faster and faster the more you shoot them. This weapon deals more damage than most 8 energy weapons, but still has a long reload speed of 9 seconds. The range is about the same as a javelin rack without implants and it has a double damage chance. There is a hit cone, which means something similar to the minigun and assault weapons: the bullets spread over long distances, so your bullets will not all hit your target. This can be averted with implants. Overall, I would advise you to wait and not buy this weapon because, in my opinion, you should save your money and buy better things and I would tell you the same about all the other money deals Plarium makes, but that's just me. You do whatever you want with your money.

•Fragment gun 12. Fragment gun 12 is a gun that pretty much strikes fear through my heart and especially when used by a player using a surge or a bot with a tank. This gun has very high damage for its class, it is a close-quarters weapon with surprisingly good range (for a close-quarters weapon), has a fast reload speed, and has 6 shots to inflict that damage on players like me. This weapon doesn't really have any major downsides or flaws, which makes it even more scary to play against. It is basically the big, bad older brother of the shotgun. Ever since the gear hub was released, I've been dying to get my hands on any fragment gun, but they still are unavailable to F2P*** players. This is a good weapon.

•Disruptor 8. Right off the bat, I'm just gonna say I still do not really understand this weapon. I do not own this or any other disruptor, and I don't feel too sad about that either. It deals really low damage, has a fast reload speed, has good range, has a shield bypass (which I assume means it goes right through tank shields), and there is a green line that shoots out of the projectile once the projectile reaches within 7 meters of an opponent and hits them with more damage than the description of the weapon says the weapon can do. I do not know if this is a good weapon, so you're on your own with this weapon because I don't know if it is good or bad.

•Fusion cannon 10. I do not own or like this weapon. It is basically a more advanced plasma cannon which deals mediocre damage, has a magazine of 25 projectiles, has a medium to short range, has a hit cone, and a slowish projectile speed. I personally dislike and would never spend in-game currency, much less real-life currency on this weapon. I would say this is overall a bad weapon and I do not recommend buying it unless it becomes purchasable but F2P players at a low cost in credits or an extremely low cost in acoins.

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This took quite a bit of time to make with a bit of research, but I hope you make the most of my information and take it into consideration. I do not own many of the weapons on this list, but have played against them many times before. Whether you like 10 energy weapons or not, you will still probably have to buy them at some point to have the ability to advance to the next tier and get even more advanced weapons for cheaper prices as mentioned eariler. Now, go figure out your favorite weapons, mechs, and pilots and dominate in the arena.

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*In this context, a debuff refers to an effect left on a mech, similar to that of the zephyr's and surge's effect which stops enemy mechs or the overheat caused by thermal lances.

**I bought my disc launcher 8s before the gear hub and when I bought them, they cost about 825k credits. I am unsure if they now cost more or less credits or acoins.

***F2P means free to play, referring to players which don't spend money on a game outside of in-game currency.

(I am not sure if you knew these terms or not so I just added in their definitions anyways😉).

yeah i can understand bro i can understand !

i