So I tried all 3 out today, didnt do any TTK analysis but this is just a general feel of all 3 weapons. Siegebreaker: this seems to be the most solid of the three. It seems to deal good damage, or actually a ludicrous amount of damage and it has some large projectiles with a slight laser-guided ability. They still have shell drop but can be steered more to the left and right than you originally aimed making it easier to hit targets. And ease of use weapons often become OP in PS2. The Siegebreaker seems to be doing a lot of damage against both infantry and tanks. I have a feeling that if you checked TTK numbers that this weapon might even edge out a point blank Vulcan. If someone wants to check that in-game please be my guest. Aurora: this is probably the most balanced weapon of the three. It is a Halberd that trades in damage and muzzle velocity for abilities and some good gimmicks. The Aurora can charge up in 5 seconds and charges 3 times assuming the sound cues are right as the HUD doesnt work yet for this weapon. You can pre-charge the weapon and hold it for release seemingly indefinitely. Each charge adds 20% damage for a whopping 60% extra damage... but over 5 seconds of charge that means you are actually losing DPS. also currently the charge does not seem to be adding damage, so its not functioning. The Aurora projectile is a horizontal line similar to the charged bolt fired from the Aphelion. This makes the projectile broad and easier to hit a target. There is also no projectile drop. The projectile also takes the NC penetrating ability, allowing you to penetrate infantry, tanks and aircraft. Put 3 infantry a tank and aircraft in a row and you'll hit every one of them for the full damage. Paladin: it is supposed to be a ranged AV weapon but it deals most damage indirectly through a small but strong AOE (I thought 600 damage AOE but didnt OHK Infiltrators). It only fires after +/-3 seconds of charging, deals 300 direct damage per shot at a more favorable resistance than the Enforcer. It has a single shot per magazine and 1.8 seconds reload. Despite its relatively high muzzle velocity (400m/s) it has a noticeable drop and the long charge with a forced discharge at the end make this a cumbersome weapon with low damage output. Its most favorable ability seems to be that headshots are multiplied and you can deal a high damage against MAX's in a single hit or OHK infantry... which the Halberd can do without a headshot or charge-up.