“…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 >>|
|In-Game Cost||10,000 or 5,000|
|Damage||6,900 per energy round|| Manual
|Range||500 meters|| Automatic
|Reload||10 seconds|| RWF
|Capacity||Clip: 5 energy rounds
Burst: 9 energy rounds
|Unload||Clip: 5 seconds
Burst: 9 seconds
|Workshop Production Information|
|1 Day Cost||3 Day Cost|
The Glory is a close to mid-range (up to 500 meters, with a 60-meter optimal range) heavy energy weapon. It has a light and medium counterpart (Halo and Corona respectively) and can be viewed as the energy counterpart to the Thunder and Devastator.
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, Taran, Scourge 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
- 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)
- Good at sustained fighting
- 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
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).
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.
|50 meters or less||100%|
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.
|6.8.0||Effect accumulation per shot increased by 5%|
|6.3.0||Damage decreased by 10%|
|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|