Wiki-wordmark.png
TextN.png
Avtn.png
Lua Script Error Detected
Major Maintenance
in progress
Major Maintenance
in progress
Components


…Heavy weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies. Deadly at close range… – in-game description


<< PREV Glory NEXT >>
Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold
Real Value Icn info for user popup.png $40
Exp Level Icn info for user popup.png 18
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png III
Glory.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy
WeaponDamage.png Damage 7,800 per energy round Manual Manual
WeaponRange.png Range 500 meters Icn info for user popup.png Automatic Automatic
WeaponReload.png Reload 10 seconds Icn info for user popup.png Reload While Firing RWF
Capacity Clip: 5 energy rounds
Burst: 9 energy rounds Icn info for user popup.png
Root Root
Unload Clip: 5 seconds
Burst: 9 seconds
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230


Introduction

The Glory is a close to mid-range (up to 500 meters, with a 60-meter optimal range) heavy energy weapon.

Strategy

The Glory is an energy shotgun and the heavy version of the medium Corona and light Halo.

The Glory could be seen as an upgraded Thunder, with each projectile adding to an enemy's root (lock down) threshold "bar." This means the higher the Glory's level the more effective it is at locking down opponents. Users should note that if the projectiles from any root shotgun (also Halo and Corona) don't hit the enemy previously fired at for a second or longer, its root threshold bar will slowly drain.

The Glory has strong damage potential and the ability to bypass energy shielding. Due to the large horizontal energy arc it is possible to immobilize multiple targets from close range.

The key difference between the Halo, Corona and Glory when compared to the Shredder and Pulsar is that the latter two are precision weapons and usually immobilize one enemy robot at a time, while the Halo, Corona and Glory can immobilize several enemies at once.

The Halo, Corona and Glory's immobilization ability has several important uses. In addition to immobilizing enemy robots for you and your teammates to destroy, they can also stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root enemies to the ground for a few seconds can allow you to retreat behind cover so that when they do attack, you are ready and hopefully have teammates to help you out.

Like all shotguns the Glory has the weakness of dealing very little damage from its maximum range. This is due to the spread of the projectiles allowing only a small percentage of them to hit the target. Energy shotguns have an even larger shot spread when compared to their kinetic counterparts, requiring players to get extremely close to deal the maximum amount of damage.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Glory as they have the same range and similar firing mechanics. Pairing with strong burst fire weapons such as the Pinata, Orkan or Exodus, can allow you to quickly eliminate rooted enemies. Lastly, using strong energy weapons such as the Magnum, TaranScourge or Redeemer can make full use of the Glory's energy based damage (although Scourge, Spark and Calamity are more advised, as damage increases as it gets closer, like Glory).

Pros and Cons

Pros

  • Semi-quick rate-of-fire
  • Energy-based projectiles allows gun to bypass energy shielding
  • Shots catch on Aegis shields, depleting them quickly
  • Can lock-down enemies
  • Extreme damage at close range (200 meters or less)
  • Reload-while-firing
  • Good at sustained fighting

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range
  • Low damage at 300-500 meters
  • Does not have capability to lock an enemy down in one clip
  • Ineffective against physical shields
  • Takes a while to reload to full charges

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 Components or 5,000 Gold 7800 70200 7800 3900

Upgrade Information

Level Cost AgIcon.png Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 1 hour 30 minutes 8550 76950 8550 4275
3 200,000 2 hours 30 minutes 9450 85050 9450 4725
4 400,000 6 hours 10350 93150 10350 5175
5 2,000,000 12 hours 11400 102600 11400 5700
6 3,000,000 20 hours 12600 113400 12600 6300
7 4,000,000 1 day 12 hours 13800 124200 13800 6900
8 8,000,000 2 days 12 hours 15300 137700 15300 7650
9 13,000,000 3 days 16800 151200 16800 8400
10 25,000,000 3 days 8 hours 18450 166050 18450 9225
11 35,000,000 3 days 18 hours 20250 182250 20250 10125
12 45,000,000 4 days 22200 199800 22200 11100
Cost Time
Totals 135,700,000 19 days 20 hours


  • This damage column shows the damage from all 30 particles (combined) fired from each energy round (out of 9 energy rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 Gold 22200 199800 22200 11100

Upgrade Information

Level Cost AgIcon.png Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 1,000,000 12 hours 22650 203850 22650 11325
3 2,000,000 1 day 23100 207900 23100 11550
4 4,000,000 1 day 12 hours 23400 210600 23400 11700
5 16,000,000 2 days 23850 214650 23850 11925
6 16,000,000 2 days 24300 218700 24300 12150
7 16,000,000 2 days 24600 221400 24600 12300
8 16,000,000 2 days 25050 225450 25050 12525
9 16,000,000 2 days 25500 229500 25500 12750
10 16,000,000 2 days 25800 232200 25800 12900
11 16,000,000 2 days 26250 236250 26250 13125
12 16,000,000 2 days 26700 240300 26700 13350
Cost Time
Totals 135,000,000 19 days


  • This damage column shows the damage from all 30 particles (combined) fired from each energy round (out of 9 energy rounds)

Effect Accumulation %

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).

Level Accumulation %
1 98%
2 99%
3 101%
4 104%
5 107%
6 110%
7 114%
8 120%
9 127%
10 134%
11 142%
12 150%

Accuracy By Distance

Below is the average percentage (%) of particles (per energy round) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
50 meters or less 100%
100 meters 60%
150 meters 38%
200 meters 33%
250 meters 24%
300 meters 20%
350 meters 18%
400 meters 13%
450 meters 9%
500 meters 6%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Update History

Version Changes
6.0.1 Workshop Prices Changed (Ag/Components): 1 day; 160,000/60⟶140,000/80
3 day; 530,000/170⟶460,000/230
Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 30 days 13 hours⟶19 days 20 hours
Price changed from 7,500 gold → 5,000 gold
5.8.0 Shot interval increased from 1.6 seconds → 2 seconds
Damage increased by 2%
5.7.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.0.0 Damage increased by 11%
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5.0 Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3.0 Damage increased by 8%
4.2.0 Weapon was added to the game

Poll


Navigation

Community content is available under CC-BY-SA unless otherwise noted.