After choosing a chassis, selecting a primary weapon is the next most crucial step when customizing your Titan. Similar to the Pilot’s primary weapons, the weapons available to Titans are all distinct, with their own strengths and weaknesses. As a result, your choice of primary weapon dictates how your Titan engages hostile forces. Do you prefer attacking from long range, scoring critical hits with precision weapons? Or maybe you savor close-quarter duels, where accuracy and range take a back seat to brute force and damage output. Whatever your preference, there’s a Titan weapon to meet your needs.
40mm Cannon
The factory-issue 40mm Cannon is a semi-automatic weapon that fires a high-explosive round with good accuracy.
Strengths:
Powerful rounds that can take out Pilots and Titans
This mod increases the ammo capacity of the weapon, making it so that you don’t have to reload as often.
If It Moves… (II) Challenge: Kill 25 Enemies
Field Notes
This weapon packs a punch with every bullet. It has the perfect balance of being able to deal a fair amount of damage to Titans along with taking out any minions or Pilots with one round.
This gun is very difficult to use against Pilots that are on roofs or jumping around. Be sure to take advantage of the splash damage and try to shoot enemy Pilots when they are on the ground or next to a wall. If a Pilot is high up on a roof or jumping above your head, it is better to dash away and try the fight from another angle.
This weapon, without any mods, can take out a couple of minions that are close together. But coupled with the Burst Fire, the 40mm Cannon can easily dispose of an entire group of minions with one or two bursts.
This is one of the strongest weapons against enemy Titans in mid-close-range battles. It has a large magazine capacity and fast rate of fire, which allows you to deal continuous damage, and you aren’t punished if you miss a few shots.
The Burst Fire mod is great when playing on a map with lots of cover, so that you can shoot a couple bursts and dash away to safety. If you like the single-round semi-automatic fire, be sure to equip the Extended Magazine to get five extra rounds per mag. When head-to-head against another Titan, if this weapon doesn’t kill the enemy, it will undoubtedly leave it weak enough to be finished off by your teammates.
The factory-issue Quad Rocket launcher fires four rockets at once in its primary firing mode. In alternate fire mode, it fires slow-moving swirls of rockets that are effective at temporarily denying territory to the enemy.
This mod increases the ammo capacity of the weapon, making it so that you don’t have to reload as often.
If It Moves… (II) Challenge: Kill 25 Enemies
Rapid Fire
This mod converts the weapon to a semi-automatic rocket launcher with a high rate of fire. The ammo feed modifications caused by this mod will restrict your fire to one missile per trigger pull.
This weapon shoots four rockets in a condensed circular pattern. When fired in its alternate mode, the rockets’ pattern expands into a larger circle. This is extremely helpful when backing away and firing at enemies coming around corners; open fire just before the enemy comes around the corner to surprise them with a volley of rockets.
The Quad Rocket is most effective against Pilots when they are on the ground or trying to climb a wall vertically. Pilots have so much mobility that once they start wall jumping, this weapon becomes less effective.
The Quad Rockets are effective when engaging minions. The normal shot will easily wipe out a squad of minions and can be fired from a distance. Be sure to fire one round in the alternate mode in case an enemy Titan comes around the corner. Having one rocket impact the opposing Titan can be key to winning the fight.
When engaging enemy Titans, do so at close-mid range to ensure a hit—the rockets are very inaccurate at long range. For best results, flank an enemy Titan, fire the Quad Rockets at close range, and then either melee (as an Ogre) or retreat (as a Stryder) before your target can retaliate.
The Rapid Fire mod decreases damage because you now only shoot one rocket at a time. The fire rate is increased, however, allowing you to shoot at a faster pace so you can target Pilots easier once they start wall jumping.
This mod increases the ammo capacity of the weapon, so that you don’t have to reload as often.
If It Moves… (II) Challenge: Kill 25 Enemies
Field Notes
Even though it has one of the lowest amounts of damage per bullet, it makes up for it with the largest magazine capacity. You can miss a few shots and still take down enemies with this weapon. The key to using this weapon is staying alive and picking off minions to get your Core Ability faster than your opponent.
This weapon destroys Pilots that are out in the open. Even if they are wall running or jumping around, this weapon’s fully automatic fire gives you the ammo to shoot until the Pilot is dead.
This weapon takes out a group of minions easily while leaving you with enough bullets to pick off any Pilots that might be nearby. Since the XO-16 Chaingun clears out waves of minions so quickly, it is best to use a faster Titan (like the Stryder) to move around the map and find the easy kills.
The XO-16 Chaingun is surprisingly accurate, making it ideal for scoring critical hits on enemy Titans. Aim for the red glowing segment on your target to dish out heavy damage. The weapon’s high rate of fire allows you to quickly chip away at an enemy Titan’s armor, particularly when the weapon is fitted with the Accelerator mod—this is ideal for taking down enemy dropships too.
The Accelerator is the way to go with this gun with a gain of 90 extra rounds in your magazine at the expense of some hard to control recoil. When using the Accelerator, try to have a pre-planned route so that you can use up your full magazine and then retreat to a safe position to reload and recharge your shields. You do not want to get caught out in the open reloading this weapon. If you don’t like the style of playing with the Accelerator, you can’t go wrong with the Extended Magazine, giving you 30 extra rounds. Try using the Atlas or the Stryder with this weapon so you can dash in and out of fights more often.
The Plasma Railgun fires a traveling charged pulse with high accuracy out to long range. When zoomed, the weapon’s power is charged up through several stages until it reaches full power. The charge can be held indefinitely before being fired.
Strengths:
Extremely high-damage weapon
Long range; great for picking apart Titans from a distance
Weaknesses:
Limited magazine capacity/rate of fire
No splash damage; requires direct hit
Weapon Performance
Magazine Capacity: 4
Weapon Unlock: Level 12
Weapon Mods
Image
Name
Description
Unlock
Extended Magazine
This mod increases the ammo capacity of the weapon, making it so that you don’t have to reload as often.
If It Moves… (II) Challenge: Kill 15 Enemies
Instant Shot
This mod converts the weapon so that it fires immediately without requiring a charging phase, but at the expense of its factory-issue, higher maximum damage output.
Having the slowest rate of fire, this is a great weapon for sharpshooters. Take aim, charge up the weapon, and make each shot count. The longer you aim the weapon, the more it charges, resulting in devastating damage output upon the release of its precision projectile.
The theme for this weapon is “Make each shot count”. You can easily dispose of a Pilot in one shot if you wait for the enemy Pilot to use their second jump. This way they can’t juke out of your line of sight. There’s no need to charge the weapon when engaging Pilots or minions.
This weapon is the least effective against minions because of the small magazine capacity and slow rate of fire. When killing minions, be sure that no enemy Titans are nearby and try to pick off the Spectres first to get your Core Ability faster. If minions are out in the open, save your ammo and just crush or melee them.
At a distance, this is the best Titan vs. Titan weapon. The ability to charge up allows you to deal a ton of damage and take off all of the enemy Titan’s shields before they know what hit them. Being a great long-range weapon, the Plasma Railgun excels when paired with the fastest Titan, the Stryder, so you can cruise around the map and avoid the close-range slugfests.
Extended Magazine is the safest choice for this weapon because it negates one of its biggest drawbacks, limited magazine capacity. Can’t seem to ever get the full charge with the gun? Try the Instant Shot. It has a dramatic decrease in damage but eliminates the charging time so you aren’t vulnerable while waiting to fire off your shot.
The factory-issue Arc Cannon fires a bolt of lightning that propagates across multiple targets. It can be fired quickly or charged up over time for an increase in firepower.
This mod stores a greater charge than normal, allowing the weapon to deal increased damage. However, with this mod, the weapon must be fully charged before it will fire.
This weapon shoots a bolt of lightning. Yes, a bolt of lightning! The lightning bolt can take out multiple targets if used correctly. To shoot the Arc Cannon, you simply charge it. You will never have to reload or have a cooldown time after each shot. This weapon is extremely versatile. It is good against enemy Titans, Pilots, and minions. With this weapon, you’re able to quickly kill minions and switch to an enemy Titan or Pilot without having to take time to reload. Keep in mind the Arc Cannon will automatically shoot once it reaches its full charge.
Be sure to charge the Arc Cannon at least halfway to kill a enemy Pilot with one shot. To be on the safe side, you can charge the Arc Cannon a little more than halfway to guarantee it will kill a enemy Pilot. You’ll have to be quite accurate with this weapon when attempting to kill a Pilot. It helps to stay unzoomed if the enemy Pilot is nearby.
This weapon is incredible against minions—it has a chain effect when fired upon them. But you must charge the Arc Cannon a bit for this arc effect. You’re still able to pick off single minions with the smallest charge though.
During Titan battles, the Arc Cannon is a good supporting weapon when moving around with a group of friendly Titans. The weapon does optimal damage when fully charged, so keep your distance while charging and then unleash a lightning bolt at your target to inflict high damage. This is not a precision weapon, so don’t expect to score critical hits.
The Capacitor mod allows your weapon to deal greater damage, however the Arc Cannon must be fully charged to fire. This attachment can really hinder your ability to quickly kill groups of minions and Pilots, although it will definitely help you deal more damage in battles against enemy Titans. Just make sure you’re aiming at your intended target once the weapon reaches its full charge—the Arc Cannon fires automatically. Alternatively, continuously pump the trigger, keeping the weapon about 75% charged at all times. Then when you encounter an enemy, aim and hold the trigger down to fire the powerful charged shot.
If you see an enemy Pilot near an enemy Titan, charge the Arc Cannon and focus on just shooting the enemy Titan. The lightning bolt will deal damage to the Titan and have the chain effect to injure a nearby enemy Pilot. It can even kill a weak enemy Pilot or one riding atop a Titan.
Triple Threat
The Triple Threat is a grenade launcher that fires three grenades at once. It excels at clearing interiors, and its grenades explode on armored contact, making it effective at close range against other Titans.
The Triple Threat is a defensive weapon and most effective when used near cover. The weapon lobs the grenades when fired, making it easy for you to shoot over objects. Take advantage of this when you find your Titan’s shield is low as you can continue to fight when staying behind cover. The Triple Threat can be aimed horizontally when hip firing or vertically when zoomed.
The Triple Threat should be used to deny enemies territory. The Pilots’ mobility makes them a hard target for the Triple Threat. Instead of engaging head-on with Pilots, just shoot a barrage of grenades to keep the enemy at bay.
Minions crumble when faced with the Triple Threat. These grenades are fired in a horizontal spread when hip firing or in a vertical spread when aiming. This allows you to wipe out minions on the ground and building tops.
This weapon can be tricky to use against enemy Titans due to its limited range. Consider utilizing hit-and-run tactics to score some damage, then retreat to reload while your Titan’s bodyshield recharges. You don’t want to be caught out in the open reloading the Triple Threat.
Equip the Triple Threat with the Mine Field mod and begin laying traps. The Mine Field allows you to lay down a total of nine grenades. This increases your chances of escaping lopsided battles with enemy Titans and score you some easy points when enemies run over the mines. The Mine Field mod is particularly effective when defending on Hardpoint or Capture the Flag.
When on the winning team, the Triple Threat is effective in stopping the opposing team in the Epilogue. Have the Mine Field mod attached and plant the area under the evacuation ship with grenades. This will either take out the enemy Pilots or delay them from escaping.