As for weapons pretty much what normal for the IS in 3049 some ware along the way there planing on adding clan tech mechs for when the clans invaded. When the system up there going to be a clan war deal like world of tank but it will be more like a succession war between the Great House unlike WoT all you have to do is join a house or be a merc to the house at least that what iv been reading on the forums guess well found out when the systems up LOL 
For range and Damage there still playing around with that but here a list that up in the Beta Section of the Forums..So I figured I'd be helpful and post all the relevant values for all the weapons currently available. Most (or rather all) of these numbers are derived from the ItemStats.xml file.
Notes:
- Table already reflects ballistic and PPC cooldown changes that occur due to the July 31st patch.
- Damage refers to damage dealt at optimum range. Damage lessens up to max range where no damage occurs. The same occurs for minimum ranges on everything but missile weapons.
- Range refers to the maximum optimum range. Max range refers to the range at which no damage is imparted to a target,
- PPCs have a minimum range. ER PPCs do not.
- Apparently flamers do damage twice per second?
- Impulse refers to the amount of shaking the recipient of a shot receives.
- DPS refers to 'Damage per second'. HPS refers to 'Heat per second'. I calculated these values and they are not inherent attributes. These values do not even come close to giving the full idea of what a weapon is like and you cannot directly compare them to the values from other weapons. Please do not use them as an excuse to say one weapon is better than another.
- SPT refers to 'Shots per ton'.
- Only missile weapons have an intentional firing delay. Other weapons only have a delay due to issues with the game being server authoritative.
- I'm not actually sure how the spread value is used, but I felt like noting it anyways for comparative reasons.
ENERGY Weapons
Weapon_____________Slots___Tons___Damage___Heat___Cooldown___Duration___Range___Max Range____DPS____HPS
Small Laser____________1____0.5______3.0____2.0_______2.25_______0.75______90_________180___1.00___0.67
Medium Laser___________1____1.0______5.0____4.0_______3.00_______1.00_____270_________540___1.25___1.00
Large Laser____________2____5.0______8.0____7.0_______3.25_______1.25_____450_________900___1.78___1.56
ER Large Laser_________2____5.0______8.0___10.0_______3.25_______1.25_____570________1140___1.78___2.22
Small Pulse Laser______1____1.0______3.0____3.0_______2.25_______0.50______90_________180___1.09___1.09
Medium Pulse Laser_____1____2.0______6.0____5.0_______3.00_______0.75_____180_________360___1.60___1.33
Large Pulse Laser______2____7.0______9.0____9.0_______3.25_______1.00_____300_________600___2.12___2.12
PPC____________________3____7.0_____10.0____9.0_______3.00________N/A____540(Min 90) 1620___3.33___3.00
ER PPC_________________3____7.0_____10.0___13.0_______3.00________N/A_____690________2070___3.33___4.33
Flamer_________________1____1.0______0.4____0.6_______0.00__________∞______64__________64__0.80(?)_1.20
Lasers and the Flamer have an impulse value of 0.1
PPCs have an impulse value of 1.0 (same as a ballistic weapon)
PPCs and ER PPCs have a speed of 1200 (faster than any ballistic weapon)
Flamer deals 0.2 heat to target presumably twice every second
Flamers give heat to the user exponentially
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BALLISTIC Weapons
Weapon____Slots___Tons___Damage___Heat___Cooldown___Speed___Range___Max Range___Impulse____DPS____HPS____SPT
AC/20________10___14.0_____20.0____7.0_______4.00_____750_____270_________810_______1.0___5.00___1.75______6
AC/10_________7___12.0_____10.0____3.0_______3.00_____850_____450________1350_______1.0___3.33___1.00_____13
AC/5__________4____8.0______5.0____1.0_______2.00_____900_____540________1620_______1.0___2.50___0.50_____25
UAC/5_________5____9.0______5.0____1.5_______1.50_____900_____600________1800_______1.0___3.33___1.00_____25
UAC/5(Double shot)________________________________________________________________________4.44___1.33_______
AC/2__________1____6.0______2.0____1.0_______1.00____1200_____720________2160_______1.0___2.00___1.00_____56
LB 10-X_______6___11.0____1.0(10)__2.0_______3.00_____850_____540________1620_______1.0___3.33___0.67_____13
Gauss Rifle___7___15.0_____15.0____1.0_______4.00____1200_____660________1980_______1.0___3.75___0.25_____10
Machine Gun___1____0.5_____0.04____0.0________N/A_____100______90_________200_____0.001___0.40___0.00___2000
AMS___________1____0.5_____2.00____0.0________N/A_____100______90_________200_____0.001____N/A___0.00___1000
LB 10-X has 10 rounds in a shot and a spread value of 5 (not sure what that entails)
Machine gun has a spread value of 1.5
Machine gun has a stated rate of fire of 10.
AMS only targets missiles
When the fire button is held, the UAC/5 can fire an extra shot during the cooldown.
It is not implemented yet, but there seems to be a plan to add a jamming chance to firing in this way.
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MISSILE Weapons
Weapon__Slots___Tons___Missiles___Damage___Heat___Cooldown___Speed___Min Range___Max Range___Delay____DPS____HPS
LRM20_______5___10.0_________20_______32____6.0_______3.25_____100_________180________1000____0.50___9.85___1.85
LRM15_______3____7.0_________15_______24____5.0_______3.25_____100_________180________1000____0.50___7.39___1.54
LRM10_______2____5.0_________10_______16____4.0_______3.25_____100_________180________1000____0.50___4.92___1.23
LRM5________1____2.0__________5________8____2.0_______3.25_____100_________180________1000____0.50___2.46___0.62
SRM6________2____3.0__________6_______15____4.0_______3.50_____300___________0_________270____0.25___4.29___1.14
SRM4________1____2.0__________4_______10____3.0_______3.50_____300___________0_________270____0.25___2.86___0.86
SRM2________1____1.0__________2________5____2.0_______3.50_____300___________0_________270____0.25___1.43___0.57
Stk.SRM2____1____1.5__________2________5____2.0_______3.50_____200___________0_________270____0.25___1.43___0.57
NARC________2____3.0__________1______N/A____2.0_______3.50_____250___________0_________270____0.25____N/A____N/A
NARC is not implemented in game yet
LRMs do 1.6 damage per missile
SRMs do 2.5 damage per missile
1 ton of LRM ammo equates to 180 missiles
1 ton of SRM ammo equates to 100 missiles
1 ton of NARC ammo seems like it will equate to 6 shots
All missiles have an impulse value of 1.0
LRM range without a spotter is 630 M