Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

2021-08-22

Ultimate Mech Arena: Robot Showdown is an exciting third-person shooter that has taken the gaming world by storm. With multiple game modes that range from CTF, FFA to SND and TDM, the title also has a plethora of weapons that you can choose from with a wide variety of playstyles. As such, here's a guide that tells you everything you need to know about weapon classes, which ones you should pick, and more! If you haven’t already, you can download Ultimate Mech Arena: Robot Showdown for free on LDPlayer.

 

Overview:

 

Mech Arena offers a variety of weapons for each situation. However, do note that the effectiveness of each weapon in the game is mainly governed by what particular play style you wish to play. Because of that, we’ve also mentioned what weapon makes the most sense for each playstyle down below.

 

In essence, most weapons in Mech Arena: Robot Showdown are balanced. They all have some caveats that make them unfavorable in certain situations, which means you'll need to pick your poison in most cases. As you progress through the game, you'll be able to upgrade your weapons which will alleviate some of the disadvantages.

 

You'll also be able to access all of the weapons mentioned below by just playing the game. None of them are locked behind a paywall and can be unlocked as you play the game and level up. However, some weapons are only worth it if you end up upgrading them. This is especially applicable to Artillery weapons whose damage increases exponentially as you upgrade them, letting you take down larger clusters of enemies in one fell swoop.

 

Assault Rifles:

 

Assault Weapons are considered the most versatile weapons in the game. They provide you with the ability to take down enemies at close and mid-range. While they are effective at long-range, too, you'll need to control an AR's recoil before you can get pick-offs on them.

 

Autocannon:

 

The Auto Cannon is a basic weapon available to every player from the beginning of the game. It acts as a basic AR and therefore has a high fire rate and is not very accurate. However, it is extremely effective at mid-range and also has a respectable magazine size. However, its biggest caveat is the fact that it doesn't do a lot of damage.  The weapon is a great all-rounder and is excellent for beginners who have just gotten into the game due to its balanced profile. The Autocannon has a damage per magazine of 5250 and deals 70 damage per shot with a fire rate of 600 RPM and a magazine capacity of 75 with a 6.6 second reload speed.

 

Plasma Cannon:

 

The Plasma Cannon has one of the greatest damage per bullet numbers in the game. However, its main caveat is that a projectile fired from this gun takes a long time to reach its destination. While this makes it great for encounters where the enemy is closer to you, it can be rendered quite redundant when taken to a range no more than a few feet away. Plus, it also has an extremely low magazine capacity compared to other Assault Rifles like the Autocannon.

 

Pulse Cannon:

 

The Pulse Cannon is one of the most used weapons in the game. It has the highest ammo capacity out of all the guns mentioned above. It plays quite similar to the default autocannon with a few key differences. It has an insane amount of recoil, which makes it extremely inaccurate at almost any range. However, it truly shines in pulverizing enemies that are extremely close to you. Many consider it to resemble an SMG more than a proper AR. With short reloading times and an aforementioned high magazine capacity, it is great for situations when you need to output a lot of damage in a short period. You won't be caught off-guard in any situation with this weapon.

 

Carbine:

 

 

Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

 

The Carbine is one of the most accurate, precise guns in the game. Unlike the traditional concept of an AR which relies on taking an enemy down with overwhelming force, this gun aims to be covert in the way it fires. It has the lowest fire rate out of any AR but also has the greatest damage per bullet. This makes the gun extremely deadly on an unsuspecting player. With good recoil control and high DPS, this gun is excellent for beginners who want to take a shot at an AR that is a bit more accurate but still packs a deadly enough punch to pull off some slick shots. The Carbine deals 28,900 damage per magazine and deals 578 damage per shot with a fire rate of 100 RPM. It has a magazine size of 50 and reloads over 6.2 seconds.

 

Projectile / Missile Weapons:

 

Projectile or Missile Weapons deal the highest amount of damage in the game. However, their projectiles are extremely slow and do not instantaneously reach your target, unlike conventional bullets. They can only be used by players familiar with the game's gunplay and can thus predict where player movement will be. Suppose you miss even a single shot of this weapon. In that case, you will be extremely vulnerable as these weapons have a very slow fire rate and low magazine capacity, which explains why advanced players only use them.

 

RPG:

 

 

Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

 

The conventional Rocket Launcher is a classic of many games and makes its appearance here in Mech Arena. As apparent, it is a slow-moving rocket that deals massive damage in a relatively large AoE area. It has an extremely slow fire rate and also does not hold a considerable amount of rockets. It is best used in situations when enemies are clumped up together and are not moving. Due to its slow projectile speed, if you wish to hit a moving enemy, you'll need to be able to predict where they are going to be going next. Otherwise, you'll end up missing.

 

Missile Rack:

 

The Missile Rack arguably deals one of the highest DPS numbers in the game. It is made up of a bunch of smaller missiles that go out one after another when fired. Each rocket deals a significant amount of damage but does note that it is still lower than the single damage an RPG rocket does. An entire burst of these rockets can sometimes take down more fragile mechs in a single blow, making it quite a devastating weapon. Its accuracy, however, is questionable, to say the least, as it leaves little to no margin for error. You will have a hard time adjusting your aim after the first rocket comes out of the rack. So, make sure that your first shot is accurate, or you'll be missing many hits. The Missile Rack has a damage per magazine of about 13,752 and deals 2292 damage per shot with a fire rate of 200 RPM. It has a magazine size of 6 and reloads over 10 seconds.

 

Laser / Beam Weapons:

 

Laser / Beam Weapons are considered weapons that deal with a consistent amount of damage but still require a lot of skill to operate properly. They do not have physical projectiles and can thus take down targets that are moving fast. Inherently, that is what their main purpose is. They can "track" down targets per se and can thus deal damage to them. However, they still do minuscule amounts of damage per second, and you will need to sustain your aim to take down foes. These weapons are energy-based. Therefore, you will not need to reload them at all as long as you have energy. Energy recharges automatically over time and can overwhelm your opponents quite quickly.

 

Thermal Lance:

 

The Thermal Lance uses the power of heat to its advantage. It fires a beam that burns your foe away gradually. It does not deal much damage, but it is one of the only guns in the game that inflict a status effect on your foe from prolonged exposure. It applies an overheated effect to your foe, making them more vulnerable to damage from the Thermal Lance. So, the Thermal Lance gets stronger the more you use it on an enemy.

 

Stasis Beam:

 

 

Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

 

The Thermal Lance and Stasis Beam are almost the same. Their main inherent difference is that while the Thermal Lance causes an overheated status effect, the Stasis Beam instead applies a slowing effect. However, it deals more damage than the Thermal Lance. But, it is not used to cause damage as there is a much better alternative but is instead used to slow down opponents, especially ones that are more mobile and agile, so that your teammates can make quick work of them due to their decreased movement speed from the status effect that your gun causes.

 

Close Quartered Weapons / SMGs:

 

As apparent from their name, these weapons will take down anyone who dares compete with them at closer ranges. Scouts and other mechs often use them more agile as they can easily get up-close and personal. Due to their general high rate of fire, they leave little time for enemies to react. Plus, since they are used so up-close, their accuracy isn't that important as you won't be missing a lot of shots at that range anyways. You can use these weapons to get behind the enemy and take them down, not letting them even move.

 

Shotgun:

 

 

Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

 

Quite a self-explanatory weapon. It has a slow rate of fire and fires out pellets per shot that spread out in a very short range exactly in front of you. While a singular pellet isn't all that scary, the fact that a shotgun shoots out hundreds of them in a second makes this weapon hard to play against. The weapon will immediately lose all of its strength as soon as an enemy gets a few feet away from you. Therefore, it does not work when you are against mobile classes, and they know you are coming. However, against unsuspecting foes? You'll be doing quick work for them as the Shotgun has the ability to one-shot mechs.

 

Arc Torrent:

 

The Arc Torrent uses the power of electricity coupled with lightning to zap your foes. However, it has the same caveat as the Shotgun because it has quite a limited range. It deals 24,500 damage per magazine, has a damage per shot of 980, and a fire rate of 300 RPM with a total magazine capacity of 25. It also reloads in 15 seconds. However, this weapon works great for clumped-up enemies because whenever it hits a target, lightning bounces to all targets near it, dealing damage to them.

 

Snipers:

 

Snipers are meant for long-ranged combat, and Mech Arena also follows the same philosophy. In the game, they are mainly used to support classes in the front, like Scouts, by providing them with extra cover. However, they are also great when you want to defend a point. Like most other guns in the game, Snipers are greatly reliant on how great you are at aiming and if you can position yourself at the right place at the right time.

 

Longarm:

 

The Longarm ties in 2nd for the greatest damage per bullet in the game. It has the longest range in the game but also has one of the slowest reloads in the game. This weapon, however, is great for taking out singular targets and can even take down fragile mechs with a few good shots. If you do end up getting flanked, you won't be able to defend yourself at all even if you hit a target at close range, considering the gun deals more damage the further away you are from your target at any given point. Therefore, only use this weapon when you know you will not be flanked from any place.

 

Railgun:

 

The Railgun has the greatest damage per bullet in the entire game. It can take down foes in less than 3-4 shots. If you have good aim and want to deal some serious damage in Mech Arena, this is the gun you go for. However, it is exactly like any other sniper and therefore does not do well in close-quartered areas. The Railgun is extensively used in every match due to it having the highest amount of damage.

 

Tracking / Guided and Artillery Weapons:

 

These weapons are mainly used for support purposes. They apply extensive pressure to enemies and do not deal a lot of damage as they often miss. However, they make enemies re-position time and time again, which can be considered as an area denial attack. This can create areas to protect players when defending an objective and can also deny the enemy to walk through certain pathways, forcing them to create an alternative route that can be extremely annoying in certain circumstances.

 

Javelin Rack:

 

Ultimate Mech Arena: Robot Showdown Weapons Guide – Overview, Recommended Picks

 

 

The Javelin Rack is one of the only guided weapons in the game. It locks onto targets about 75-80 meters away and fires a barrage of rockets that deal AoE damage to the enemy itself alongside other targets close to the enemy. All of the rockets will not be fired straight but will rather travel at an angle. This means they can go over certain ledges and fences without getting obstructed by them. Good players, however, can dodge the rockets by moving in an unpredictable pattern which is the disadvantage for any guided weapon.

 

Rocket Mortar:

 

Rocket Mortars have a damage per magazine of 34,056, and they deal 4257 damage per shot. They have a fire rate of 600 RPM and reload in 14.5 seconds. They deal splash damage to an entire area instead of just one target. However, you should use them from medium to long-range as these rockets do not explode if they are not traveling after 48 meters. They are extremely useful when you want to protect an entire area.

 

Recommended Picks:

 

Now that you have an idea of all the guns that are currently in the game. It is also important for you to understand which ones are worth picking and what particular play style. We will be listing down the most common playstyles in the game alongside which gun is the best for all of these situations.

 

Foot Soldier:

 

The Foot Soldier is your average, basic playstyle. It lacks depth and is quite simple. You run into the enemy and try to shoot them before they shoot you. As such, you need a reliable and accurate weapon that works at both medium and long ranges. Therefore, you should be going for an AR. What AR? The Carabine is the best choice. You'll be able to dish out a consistent amount of damage and will be able to provide covering fire to your team whenever they need it.

 

Scout:

 

The Scout is meant to be fast and agile. They take things up close and leave no stones unturned when it comes to making sure they shred their enemies before they can bat an eye. As such, they need a gun that minimizes the amount of time it takes to kill an enemy and has high DPS. The most obvious and the best choice, according to us, here is the Shotgun. It is lethal at close ranges, quite reliable, and can take down clusters of enemies at one time if you happen to get behind time.

 

The Marksman:

 

The Marksman is an advanced playstyle that relies on making sure its aim is top-notch in every situation. A master of positioning and timing should be armed with a weapon that can take down enemies at longer ranges with extreme precision and great accuracy. Therefore, you should be going for a Rail Gun in this regard. While you won't be able to handle flanks very well, you'll be an absolute menace on the battlefield if you can land your shots well.

 

The Support:

 

The Support is quite an interesting playstyle. Unlike other playstyles, they do not want to be in the heat of battle. Their role in the game is more tactical than anything else and mainly relies on defending zones and not letting enemies come very close. A Support can also prevent flanks in some cases, which means they might need to use a Shotgun. However, in most regards, you'll be much better off with a Javelin Rack as you can keep multiple targets in your sights and fire a barrage of rockets at them.

 

Conclusion:

 

With our recommended guns and an overview of everything else, you should be more than adept at handling any situation and gunfight with absolute. With practice and a little bit of gameplay, you'll be able to take down foes in absolutely no time!

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