General Thoughts:
I play on Xbox, generally as a random player. I play a Destructor hover, a Cyclone build on Omnis and 3 Porcs on Omnis.
S Tier
S+ Athena
This is the best Confrontation weapon. It is like the Destructor but has more range and some explosive damage. Confrontation generally revolves around midrange degunning and Athenas are best at this.
S Cyclone
2 Cyclones is the most common weapon in Confrontation. The reasons are obvious: Cyclones have a lot of range and a lot of durability.
S Nothung. Nothungs have big range and tight spread for hitscan weapons. This seems to do extremely well here.
S Destructor. Triple Destructors are great. One volley on a Photon cab can one shot a Cyclone. This would be ranked higher if the range on Destructors were better. Destructors are hard to play with random players, because there isn’t generally a consensus on when to push an enemy and when to hang back.
S Kaiju. Kaijus are great. They are the only real range seen in the mode. Kaijus are hard to play, but a person with Kaiju skills will find the mode extremely rewarding.
S- Miller
Miller bricks are everywhere in Confrontation. They have excellent range and can be boxed into builds.
S- Whirls These are extremely powerful and are very hard to shoot off. This is a winning combination. Throw them on a Huginn spider or something.
A Tier:
A+ Porcupine. These can hit nearly hard enough to one shot every build, and they have great reload. Still, it is hard for even Porcs to make a living in a machine gun meta.
A Avalanche. This on a Deadman is quite a weapon for the same reason that Porcupines do well. They can nearly one shot 9K builds.
A Fortune. Use 2 Fortunes like Porcupines and Avalanche. Drive up to stuff and blow it up in one shot.
A Tackler/Protector/Vindicator. Box machine guns are extremely good in the mode because they are small and hard to hit. Also, legs and Omnis help with spread problems.
A Assembler: I imagine Assembler could be A-tier as an anti machine gun range for the Scorpion crowd but I haven’t seen it work yet.
A Stillwind. I think these are good but I haven’t seen them put in work yet.
B Tier:
B+ Hammerfalls. Hammers are great, usually on the Huginn cab. They require you to close ground and coordinate with your team more than other weapons but they can be quite effective.
B+ Gremlins. These work as well as Hammerfalls and are extremely effective in the right hands and on the right build.
B: Other shotguns, Nidhogg, Thunderbolt, Rupture, Fafnir. These can all be very effective.
B: Whirlwinds and Storm. These are okay but they are generally outclassed by other guns both on the damage dealt and the durability. They are large size and easy to strip.
B- King and Kapkan builds. These put in work against hovers but generally get shot up. They are anti rush in a camping meta. I’m sure a skinner dragger build will surface that will make Kings work well but we are not there yet.
B- Draco/Remedy These are good in that they do lots of damage, but tend to get shot up as team mates often stay close to one another and punish rush builds. It is hard to get more than 1 kill or make a serious impact with firedogs in this mode.
C Tier:
C Incinerator. The builds are too fast for Incinerator play. Incinerators are best when breaking down bricks.
C Snowfall/ Locust/Waltz Brawling rockets can be effective, but they are often too slow to deal with multiple machine gun builds. If you are good with them, and if you have them fused for bullet speed they can be quite effective. Hovers don’t do great in the format and rockets suffer because of this.
D Tier:
Pyres and Hurricanes. As always, except for in helicopter brawls, these are the worst.
D Reapers. Reapers are bad in the mode because they have too much recoil for a 9k rig. Lose a leg and you will spin in a circle. Also, Reapers excel at high powerscore where extra points of energy can be used for extremely useful team items such as Barrier 9. They power score isn’t high enough in 9K for there to be a legendary generator with luxury items.
In general, machine guns and autocannons seem to dominate the mode, and rush teams seem to lose from a lack of coordination and being picked apart before hitting their targets. The team that wins is usually the team with the most strong rangey guns on its team.