
The poison one fits the theme well though, and an infiltrator could pop off a shot, drop 3x spider mines and still scoot around the corner. Crossbow is a little weird and probably worth it more for the 'silent' effect on stealthed operatives, the ammo runs out really fast. The laser guns are really great, especially on newer operatives that might lack the speed or skills to set up better shots. Synedron- Seems to be much more hit and run with better range but less piercing/shred compared to others. Flamethrower is hilariously effective vs hatcheries, and the mounted missile is a decent Ace in the hole (though I'm cheap and stick to using missiles I've looted from crates).

The minigun also has a lot of applications but it's important to treat it as a short range weapon to get the most out of it. I will say that these weapons are a godsend when it comes to things like return fire and overwatch, as you're more likely to land a lucky piercing shot that kills/cripples your attacker (compared to DoT weapons that won't have as much of an immediate effect). The piercing AR is really useful, the piercing sniper rifle might be overkill, I dunno lol. New Jericho- Their theme seems to be close in slugfests, which is why it's so weird they didn't get a faction shotgun (that I know of). I would have liked the starting weapons to have a bit more armor shredding but other than that they all seem fine. Shotgun is fun, cannon feels very potent (when it hits, anyway would be fun to use it on a sniper/heavy to try to wring out more accuracy) and grenade launcher is very useful albeit pricey. Phoenix Point : I like that they made the default weapons very balanced. It's pretty fun experimenting with the equipment and seeing all the side grades, and there's certainly many ways to be successful at the game with such an arsenal.


So I finally unlocked most of the weapons and got to try them out.
