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“ | Long-range energy weapon that hits enemies with a laser beam. Dangerous at long range, but ineffective against targets with physical shields. Open its potential is open spaces
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- — in-game description
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Purchase Information | |
---|---|
In-Game Cost | 750 |
IRL Cost? |
None |
Experience? |
4 |
Type | |
Hardpoint? |
Light |
Tier? |
1 |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | Energy | |
Damage | 157 per charge | Manual | |
Range | 1,100m | Automatic | |
Reload | 11 seconds | FWR | |
Capacity | Clip: 30 charges Burst: 42 charges |
||
Unload | Clip: 3.57 seconds Burst: 5 seconds |
Introduction
The Gekko is a long-range (up to 1,100 meters) light energy weapon.
Strategy
This long-range laser weapon is the light version of the Flux. In battle, a Gekko can force enemy units under cover, as many players do not appreciate a solid beam of light hitting their robot. It can also penetrate energy shielding.
While one Gekko can deal 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 close-range 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 is used similarly to how one might use a Molot, although with much longer range.
The open fields of Springfield, Yamantau, and Canyon are prime locations for this weapon.
Mark I Statistics
Purchase Information
Level | Cost | Damage | Burst Damage |
Burst DPS |
Continuous DPS |
---|---|---|---|---|---|
5 | 750 | 157 | 6594 | 1319 | 428 |
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 31,700,000 | 5 days 14 hours |
- The damage column shows the damage of each individual charges (out of 42 charges)
Mark II Statistics
Purchase Information
Level | Cost | Damage | Burst Damage |
Burst DPS |
Continuous DPS |
---|---|---|---|---|---|
1 | 500 | 304 | 12768 | 2554 | 829 |
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 31,750,000 | 5 days 16 hours |
- The damage column shows the damage of each individual charges (out of 42 charges)
Update History
Version | Changes |
---|---|
4.8.0 | Total Upgrade Time: 6 days 22 hours⟶5 days 14 hours |
4.7.0 | Total Upgrade Time: 8 days 9 hours⟶6 days 22 hours |
4.5 | Now available for 750 gold (can no longer be produced via Workshop 2.0) |
4.2 | Price changed from 750 gold to 10,000 Components (same value) |
4.0 | Economy Changes (July 5): |
Total Upgrade Cost: 38,150,000 Ag⟶31,700,000 Ag | |
Total Upgrade Time: 10 days⟶8 days 8 hours | |
3.1 | Damage reduced by 5% |
New laser colors | |
Its sound effects change in tone as it upgrades, becoming deeper as the level increases. | |
2.9.3 | Damage increased by 25% |
2.9.0 | New design |
2.5 | Damage increased by 15% |
0.9.1 | Damage increased by 10% |
0.9.0 | Now deals maximum damage regardless of how many lasers are installed on a robot |
0.6.1 | Weapon was added to the game |
Poll
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.
- The Gekko has no medium counterpart.