please comment on and add your own ideas. Also note that every weapon gets a second gun for other arm that does the same ting unless specified otherwise NC: WIDE BORE ASSAULT CANNON: burns through ammo fast and fires massive shells that hurt infantry and non heavy armor like galaxies, liberators, or main battle tanks (certs buff ammo) PROS: moderate fire rate with great damage per shot CONS: shots move slow and are not that accurate ARK WELDING TOOL: a tool used to carve rock also works on flesh and steel (certs buff the ammo and with a second one you can cut twice as fast) PROS: adds some melee versitility so you can cut up some tanks and infrelativly quick CONS: goes through ammo fast and only works at melee range MAGNETIC GRIPPER TOOL: made to transport heavy machinery and rocks this arm still works to keep the foe in place or to atach to a friendly aircraft (certs allow you to have a second arm that allows you to drag things with ex per second draged) PROS: lets you grab on to a galaxy and take a ride and keep yourself close to your foe's tanks CONS: you lose a weapon arm FORWARD ENERGYSHIELD: an ability that creates a layer of extra armor up front but lowers turn rate (certs buff how long this can be used) PROS: better at holding doors and advancing through heavy fire CONS: slower turn rate makes you vulnerable from the flanks WELDED SHOULDER SAWS: a saw that has been added to your shoulder and has been added as an ability (certs add ammo and at max add a second saw) PROS: better firepoer CONS: needs ammo to use BALISTA CANNON: sometimes it is better to go low tech as this modified crossbow fires massive bolts that pierce flesh and steal alike (certs allow explosive arrowheads that deal more damage to heavy targets) PROS: is good for armor and infantry as well as going through multiple targets CONS: requires a long reload and a charger as the bowsting is pulled back VS: VENU STUN ROD: a short rod that sends an AOE charge at close range when striking organic targets (certs add range to charge and makes it jump from targets) PROS: good vs clumps of infantry CONS: very low range and limited ammo VENU LONG RIFLE: a sniper weapon that can do maximum daage from any distance with a long reloadtime and one shot per reload you better make i count (certs shorten reload time and increase ammo) PROS: kills normal infantry in one shot CONS: long reload maks it bad up close OPTIC ENHANCEMENT: an ability that allows you to see further based on the time you hold the ability button (certs increase the range of zoom) PROS: allows you to do long range combat CONS: useless up close STEALTH FIELD: removes the noise from your steps as well as making you invisable on the map while active (certs buff the time and allow invis) PROS: allows you to play sneaky CONS: does not do much else EMP PULSE CANNON: a shotgun burst that works like an emp grenade (certs add a damage over time and boost range) PROS: removes shields and hud CONS: not very deadly unless paired with another gun and is short range VENU DEATH RAY: adds a laser weapon that deals more damage the longer it is on but loses the buff after a while of not being used (certs increase charge speed and ammo) PROS: good if you can use for long periods of time against anything really CONS: pinpiont acuracy and low ammo makes it a waste vs infantry TR: CLUSTER ROCKET CANNON: fires slow dumb fire missles that when they hit things they drop a shower of grenades (certs increase nades and rocket ammo) PROS: effective at clumps of foes in confined spaces CONS: anyone can just run from nades MISSLE BUSTER: missle launcher with 2 barrels that can track air and land targets but deal lower damage per shot(certs increase fire rate and can add 2 more barrels for a 4 round mag) PROS: good anti vehical and anti air CONS: missles have no splash and have very low ammo count MULTI CARV:a gauntlet with 2 carv rifles on a single gauntlet (certs add ammo and 2 more carvs for 4 barrel madness) PROS: massive firerate generated by multi barrels CONS: blows through ammo like nobodies buisness and has terriable acuracy ENFORCER VISION: an ability that adds thermal and vehical tracking so you do not lose sight of your target (certs allow longer usage) PROS: invaluable for tracking at night CONS: bad during daytime FLETCHET COUNTERMEASURES: puts small explosives with ball bearings on your shoulders that explode with a bright flash and deals minor damage(certs buff damage) PROS: great for catching foes unawares CONS: bad at anyrange other than very short NERVE GAS SPRAYER: a gun that spreads a toxin that damages normal infantry overtime as well as making thier screen blurry(certs make the effect last longer and increase the effective range) PROS: makes killing infantry a breeze up close CONS: dependant on other wepons for maximum damage due to low damage done