Right now the bulk of the game is focused on late game high PS stuff this is good but also leads to a problem where new players don’t know or are having to learn the hard way about more complex systems in the late game. As a result well moving from rare/special tier to epic has a skill gap that cause more then a few people to quit.
For this reason I would suggest adding some weapons and movement parts that use these later game mechanics to help each them.
--------------------- WEAPONS ---------------------
RPG rack
rarity: common
power cost: 4
ammo: 10
info: a rack of 4 RPGs, strapped to a basic launching system.
gameplay roll: giving an intro into course rockets.
90mm mortar (needs better name)
rarity: rare
power cost: 7
ammo: 12
info: a single 360 aim mortar with artillery aiming systems
gameplay roll: intro to artillery gameplay, moderate damage and accurate but no perk.
150mm mortar (needs better name)
rarity: special
power cost: 7
ammo: 10
info: a single 240 degree aim mortar with artillery aiming systems and a perk
perk: impacts with ground leave fire puddles.
gameplay roll: eases players into the upcoming incendiary launcher and mandrake.
-------------- Movement parts --------------
Skeletal walker
rarity: rare
info: a basic walker leg to intro players into movement with stafing has a max speed of 75
Ravager legs
rarity: special
info: a basic walker leg to bring people in for the m200 or bigrams, has a max speed of 65
perk: self repair systems, legs regenerate 1 HP per second, (have 300 HP)
------------- modules -------------
autoloader
rarity: common
info: boosts weapon reloading by 5%
reason: intro to the reload boosters.
Radar sweeper
rarity: rare
info: a small maxwell/doppler with out the energy cost, gives 70m of radar detection range.
linker
rarity: rare
info: has 2 pins on each side, combines the health of the parts on both side but if one is destroyed both are destroyed. can not link to cabs.
note: just a random defense module idea.