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Sadly size+ weapons does not innately double penetration. (There is one weapon whose penetration scales with energy though, the Coilgun, and thus its size+ version gets more penetration)
You can shred armor, the weakness of fire damage manifests mostly in the flamethrower/chem thrower/plasmagun.
(Fire mod high power laser ofc is one of the most meta defining weapons in game.)
Flamer/Chem/Plasma (native fire damage weapons) are bad in the meta because flamer doesn't come online much faster than lasers in the tech tree.
Meanwhile, late game a size+ plasmagun + laser combo has worst heat stability than size+ laser + laser and I'm not sure it's actual TTK is much better than laser + laser.
All the weapons do have a 'source' from the unit icon in missions, and may have problems converging on tiny targets at close range. Don't think there's any other benefit/drawback though
Do mech equipment slots have any hidden quirks? Some mechs have arms, some have turrets, others have odd placements like the plate manly mount. Do any of these visuals change how a mech picks targets or if weapons are hard linked or where they can aim?
Fire damage's "resist type" is just armor. Anything with 10 ignores 100% of fire damage; I'd much rather face off against a theoretical "flame resist" than the current immunity mechanism. There's two scenarios where fire is really useful.
1. Early game, low armor opponents. Flamer chews through Operarius really well. Too bad you can almost run Laser with nearly same amount of research.
2. Mid-late game, you've got loads of armor shred. Lasers/BFGs can melt armor very quickly, so giving high damage weapons Flame mod adds a ton of real DPS.
and it would be nice to see the research listed here so I can find the dang ol repair aux
''Instead, turn off your energy shield ''
my bad
More rocket damage is better, probably patch difference. Not sure why your energy use is so high. Share screenshots?
I end up with 23 damage on the rocket instead of 12 and 52 energy instead of 24