As things stand, the base weapons appear to be the same aside from minor damage differences and different level 5 abilities.
All abilities have a 100% chance to activate aside from Vorpal, which is 25% for crystal cannon and 50% for neutrino cannon.
Some weapons have an amount of bleed damage, power leak, etc. This is expressed as a fixed value, not as a % of damage dealt, except, once again, for Vorpal, whose mechanics are are a simple %chance of double damage.
Details of this can be found (and edited if you so desire) through the steamapps\common\horizon\gamedata\tech_stats.xml file within your steam directory if you are playing through steam, or \gamedata\tech_stats.xml within your game directory if not.
BACK UP YOUR XML FILE BEFORE OPENING AND EDIT AT YOUR OWN RISK, PREFERABLY WITH A DEDICATED XML EDITOR.
This warning goes for all xml files, as saving them wrong can render them unreadable by the game.
Now the questions:
1) Pulse Cannon at level 5 and above drains 25 energy. Is this increased or decreased based on weapon mount size, or does a heavy pulse cannon drain the same 25 energy as a light mount pulse cannon, and does the affect stack multiple times? (Same question for armor weakening and other such debilitating weapons)
2) How do missiles and torpedoes work (as much detail as possible about the differences and the mechanics, please)? What are the advantages of each over the other?
3)If I fire a torpedo and a missile at a target, I have a base 100% chance to hit with both, and both do a base of 50 damage and are not developed enough to have specials, what would get in the way of my ability for each to hit (ecm, enemy shooting at the projectiles, distance, or anything else)?
Thanks for your help and input on this, and I hope the info provided at the top of the post is helpful to those who do not already know it.