Energy – Generates as much heat as they do damage but no ammo issues.
Ballistic – Are great at knocking mechs over and generate little heat. The bigger the number the shorter the range.
Missiles – Are great at the range they are made for but rubbish outside of it. The bigger the number, the more missiles are fired.
Support – Flamers, shared with small lasers, and machine guns. Support weapons fire when engaging in melee and always ignore evasion pips. Flamers in particular can shutdown opposing Heavy/Assault mech’s through overheating them.
Weapons that have long range like PPC, Large Laser, AC10, AC5 can shoot people out of your vision range, you can check their in-game range, and LRMs and AC2 have extreme range. You can manipulate the spotter initiative with reserve option to get the most out of your snipers.