Gekko

US$ "Damage is consistent regardless of distance to the target. Long-range combat is preferred to reduce possible incoming damage in close combat"

Introduction
The Gekko is a long-range (up to 1,100 meters) light energy weapon.

Strategy
This weapon is the light version of the Flux. It does its full damage regardless of distance or amount of time. In battle, a Gekko can force enemy units under cover, as many players do not appreciate a solid beam of light hitting their robot.

While one Gekko can do decent damage when highly upgraded, they are much more powerful in clusters of two, three, or even four, or when paired with one or multiple Flux(es). A dedicated robot carrying two to four Gekkos can severely damage an enemy. However, it is known to be an inferior weapon in melee combat. Thus, it is a good strategy, if one is seeking to destroy the robot, to shoot them while they are in the open and when there is no available cover.

It is recommended that the Gekko should be used similarly to how one might use a Molot, although with much longer range. They are, however, an energy weapon, and so can penetrate Ancile shields.

The open fields of Springfield, Yamantau, and Canyon are prime locations for this weapon.

Base Stats

 * This table shows the damage for each individual charge.


 * This table shows the damage for each individual charge.

Mark II

 * This table shows the damage for each individual charge.


 * This table shows the damage for each individual charge.

Trivia

 * In previous versions, the function of the Gekko was to “heat” up its target. This translated into the longer it fires upon the target, the hotter it got, and the more damage it dealt.
 * After the color change, the palette now resembles the true visible light spectrum in the correct order; violet, blue, green, yellow, orange and red.