If you're firing at Burst 2 in ARO due to being in a link team, can you use the B1 ammo of the weapon or must you use an ammo type with at least B2? E.g. if you are firing a Feuerbach can you use EXP ammo, or only AP + DA? Thanks
You get one higher burst, regardless of your weapon's base burst. Keep in mind that a Panzerfaust (or similar Disposable weapon) will use charges equal to the burst you declare to be using. A D.E.P. for example, only has 1 charge and will thus not be usable as B2 for lacking Disposable charges.
While in ARO, you have a base Burst of 1, regardless of weapon and/or ammo used (unless Total Reaction/Neurokinetic/Supressive Fire). On this base, you apply modifiers, like Link team (so, yes, you can fire EXP ammo with Burst 2 on a Feuerbach, or a Missile Launcher).
This is why linked missile launchers are such a popular defensive weapon. Flash Pulse REMs are also a good defensive tool, with Hackers providing them with Burst 2 Flash Pulse.
It is AP+DA or EXP (no AP) for feuerbach. But even disregarding the AP mode, you should always use B3 anyway, i mean your damage potential is 2x 3 DAM 14 hits (2 exp shots) or 3 x 2 DAM 14 hits (3 DA shots), so one way or another you can do a maximum of 6 wounds, but with B3 you have more chances to win the face to face or crit.
I didnt spoke about ARO since i was replying to a post specifically speaking about active turn. In ARO, that will depend on the expected gain from AP versus the extra hit. In most cases EXP will be better, that's obvious. Unless you're AROing a TAG in cover. Contrary to many weapons, the feuerbach AP mode is still a big threath in ARO due to being also DA - for example there are few cases where an AP shot from a MSR would be better than a DA shot, you really need to be shooting at an ARM8+ tag on cover to really benefit from AP mode with a MSR.
True, but it can be hard to tell without direct mentions or quotes. Interesting point about cover, I did a comparison with different ((M)HMG) users (Swiss Guard, Tikbalang, O-Yoroi, Guijia, and Marut, with Teucer MSV2 in a Haris as the protagonist). ARM 0 to ARM 5: EXP > Burst. ARM 6 to ARM 8: Burst > EXP, but only if in cover. ARM 9+: Burst > EXP regardless of cover.
Sorry about that, i should quote more often. Yes, this is due to how the ARM roll work. Being on cover is a significant switch when you have high armor, and on a more general term, one point in ARM is far better when you already have a high ARM. So even if the AP does not reduce the cover bonus, it still makes a difference. You checked the real values, it's interresting. Without checking, i believed the checkpoint would be a total arm of 7 or 8, it seems it's more arm9 (6 in cover)
You can use B1 weapons at B2 in ARO if you're linked. So your example linked Feuerbach can shoot B2 EXP ammo. A linked ML can shoot B2. A linked Panzerfaust, Blitzen, or Akrylat-Kanone can shoot B2 (but will use up both shots doing it). The only exception is a DEP, since that's Disposable (1).