Now that we have three more main game experimentals covered, let’s speculate about the treatment the rest of the guns could get. I’m pretty sure the devs have already pencilled in internally what the next experimentals will be, but it’s fun to speculate.
Möller PP - Lock-on mode, homing bullets: When aiming at a component for a time seconds it is marked and bullets will seek the target, deviating up to a certain angle towards their marked target. Holding the trigger charges a burst that fires up to 10 bullets in quick succession.
Sjöqvist Semi-Auto - High-tech improvements: Auto-Reloads after some seconds while stowed, supports all possible shotgun attachments.
Meusser Hunting rifle - Scrambling bullets: disables a component it hits for several seconds depending on machine level, firing at a disabled component deals stacking extra damage.
AG5 - Underslung Microwave Ray: Passively charges a capacitor when equipped, increased charge rate while firing, when fully charged a microwave ray can be released that roasts components of machines in a small arc for high burst damage. Basically would work as an additional fire mode. For convenience after emptying the capacitor the fire mode could switch back to full auto.
HP5 - High-power mode (as opposed to the Kpist overdrive mode): Reduced fire rate, higher recoil, penetration, velocity and damage.
Alternative: Adaptive firing mechanism and barrel: Weapon is able to chamber 9mm Pistol, .32, 9mm SMG and .44 Ammo. Would be really cool to see how that would look in terms of custom mags, morphing barrels and receivers. Artists and animators could have a field day on something like that.
AI-76 - Corrosion engine: Not be confused with experimental corrosive ammo. A non-stacking corrosive DoT on bullets would make it more beneficial to hit several parts on the enemy before focusing fire on a single part. Let’s say we have a 10 second DoT of 30% (numbers are placeholders) bullet base damage per second, hitting several parts of a Tank before getting to focus-fire a specific one would ensure that the overall health suffers some damage and subsequent parts are softened up, also works for hit-and-run tactics. This is designed as somewhat the opposite of the exp AG4, which gets more benefit from focus-firing.