Here's my thoughts on the matter:
A wise man once said: failing to prepare is only preparation to fail. And choosing the wrong tool for the job means just that.
Below are some ideas on weaponry I would love to see for the Omniframe(s), some are old, some new but all worthy of their place in wreaking havoc upon the enemy:
Handheld, projectile based:
Heavy Machine Gun – a 7.62mm heavy machine gun. Frame assisted, this standard weapon can be fired with the same accuracy as a 5.56mm rifle in the hands of your usual infantryman, only a bigger round equals more damage. Numerous ammunition types can be used on this weapon.
Combat Shotgun – another favourite, devastates at close range and can affect a group of tightly packed targets at once. Possible upgrades include a side by side, double-barrelled version (aka, The Mule) for some serious group pwnage.
Sniper Rifle – you all know the score with this one, low RoF, high dmg and devastating headshot kill power. Numerous ammunition types can be used on this weapon.
Submachine Gun – the lightest handheld weapon, it is by no means a popgun. Armour piercing rounds give it some serious dmg output at closer ranges. Numerous ammunition types can be used on this weapon.
Anti-material Rifle – a devastating weapon, fires shaped charges which liquefy as they exit the barrel, causing extreme damage at close ranges. Scoped, this weapon can punch holes through modern armour with amazing accuracy. Slow to fire as the barrel needs to be cooled between shots.
Burst Cannon – fires a three round burst into the enemy. Has minimal recoil to enhance accuracy. Numerous ammunition types can be used on this weapon.
Flame Thrower - useful for very close range encounters, the flamethrower can damage multiple targets in one blast. Being directly hooked up to the promethium fuel tanks means that there is no reload times involved. Comes fitted with a choke, which can be opened or closed to change the range and concentration of the flame.
Assault Rifle – a lighter, shorter barrelled version of the heavy machine gun but makes up for its lack of range and dmg with an underslung grenade launcher for some AoE damage. Numerous ammunition types can be used on this weapon.
Ripper - fires off spinning titanium discs with sharp, serrated edges. The discs cause sudstantial kinetic damage to exposed flesh but struggles against armour, however they can bounce off objects and damage multiple targets in tight corridors. While a disc is waiting to be fired, its edges are exposed and the weapon can be used as an effective melee weapon when enemies get too close and ammunition is low.
Nanobot Rifle - fires a large, bullet shaped projectile that contains a canister bearing a small concentration of nanobots. The nanobots have been programmed to perform two roles; when they are fired into an enemy they literally eat away large amounts of their armour (followed by the body inside) while hampering their armour's ability to regenerate for a short duration. However, on contact with a friendly suit, the nanobots will repair some of that user's armour points.
Handheld, energy based:
Tesla Rifle - discharges differing power levels of electricity directly into targets. While the high power discharge does not affect armour, it bypasses it completely, directly damaging the organic tissue inside. The lower power discharge pumps power into friendly suits, boosting their energy. When used on enemy turrets, the lower power discharge neutralises its circuitry, rendering it inoperable for a few seconds, while targeting friendly turrets will boost their circuits, improving their tracking speed and rate of fire.
Photon Blaster - a later generation energy weapon, fires concentrated balls of highly charged photons. Although these rounds are not the most damaging to modern armour, the weapon fires them at such a high rate of fire, sustained hits on a target will quickly take it down. The weapon is prone to overheating though and excess heat energy will need to be vented regularly during repeated use.
Shock Rifle - designed as a precision weapon out to longer ranges than the Anti-material Rifle and delivers a violent stream of charged ions into targets, causing substantial thermal damage to both armour and flesh. It is also highly effective when fired at shields. Suffers from a slow rate of fire as each charge needs to be built up before being released.
Starfire – a very light laser rifle that does minimal damage but the shot can be charged up before release to increase dmg output.
Frame-mounted, projectile based:
Rail Rifle - an extremely powerful weapon, projecting magnetically accelerated tungsten steel fleches at speeds unmatched by chemically propelled equivalents. The rails do take time to charge up between shots so the rifle is best employed at range and against slow moving, heavily armoured targets. The fleche travels so fast, it can pass through multiple targets.
Silkworm - a micro-missile launcher that fires explosive projectiles out to long ranges. The missiles explode on impact, not only causing substantial damage to any targets struck but all enemies within a small radius of the detonation.
Mortar - a mini artillery cannon, the back-mounted Mortar is used in providing indirect fire support for teams of allied troops. A predicted aiming arc on the HID is switched on before firing, allowing the user to adjust the round’s trajectory before firing. Can lob high explosive shells over objects.
Heavy Repeater - normally found on the sides of attack vessels, this huge gun fires massive tungsten steel alloy bullets out to good ranges, which cause horrendous damage to targets. While it is quite slow firing compared to other projectile weapons due to all of the heavy machinery involved, anything caught in the bullet's path will end up with large holes through it. The rounds fired are also caseless, which means that several bullets can be lined up in the barrel and fired at the same time.
Mine Launcher - an automatic loading mine launcher fed by a large drum magazine. The mines are designed to adhere to any surface and when detonated, cause damage to all targets caught in the blast radius.
Frame-mounted, energy based:
Industrial Laser Cutter - originally designed as a heavy construction tool, the industrial laser cutter has been tailored as a military weapon. After a short charge up time, it projects a high intensity laser beam out to a short range, which can cut through spacecraft hulls. All the user has to do is keep the beam on the target. Requires a large amount of power to run and is prone to rapid overheating. Has a secondary fire role, which emits less powerful pulses of laser energy, reducing heat build up as well as extending the range of the laser.
Death Ray - the aptly named Death Ray is a highly specialised emitter that creates a stream of high energy neutron particles, causing substantial damage to enemy targets at long ranges. When scoped, the weapon takes time to charge up the particles for release and when fired un-scoped, will emit smaller bursts of particles, making the weapon useful at both close and far ranges. The beam emission is so powerful, it can pass through and damage multiple targets.
Plasma Caster - one of the most devastating energy weapons in use, the weapon barrel projects a tight graviton field to hold the plasma round while it is being generated, then ejects it at high speed. The weight of the plasma round causes it to drop during flight, as well as reducing the weapon's range compared to chemically projected rounds. It is a dual role weapon, either firing out a small plasma ball to maximum range or lobbing a large cluster of plasma balls closer to the user. Both types of round explode on impact, causing additional splash damage to any close targets. While there is a substantial build-up of heat within the weapon system, this is compensated somewhat by its slow rate of fire.