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…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


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PURCHASE INFORMATION
In-Game Cost 10,000 ComponentIcon
Real Value Icn info for user popup $60
Player Level Icn info for user popup 18
TYPE
Hardpoint Heavy
Glory
BASE STATISTICS ATTRIBUTES
Level 1 Icn damage energy Energy
WeaponDamage Damage 7,800 per energy round Icn aiming manual Manual
WeaponRange Range 500m Icn info for user popup Icn shooting automatic Automatic
WeaponReload Reload 10 seconds Icn info for user popup Icn reload RWF RWF
Capacity Clip: 5 energy rounds
Burst: 9 energy rounds Icn info for user popup
Icn parametr root Root
Unload Clip: 5 seconds
Burst: 9 seconds
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
160,000 530,000
Components ComponentIcon Components ComponentIcon
60 170

Introduction

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

Strategy

This energy shotgun is the heavy version of the medium Corona and light Halo.

The Glory could be seen as an upgraded Thunder, however, each projectile adds 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 also 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 in one shot, from a significant 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 can only 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. This is especially useful in the game mode Beacon Rush where beacons are extremely important. 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, it 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. This means they require the player to get extremely close to deal their maximum amount of damage, however in close range, the sheer damage output combined with its ability to keep enemies in close range due to lockdown means it can rip apart even the most protected bots very quickly

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).

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 ComponentIcon 7800 70200 7800 3900

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 2 hours 8550 76950 8550 4275
3 200,000 5 hours 9450 85050 9450 4725
4 400,000 14 hours 10350 93150 10350 5175
5 2,000,000 1 day 11400 102600 11400 5700
6 4,000,000 1 day 16 hours 12600 113400 12600 6300
7 6,000,000 2 days 20 hours 13800 124200 13800 6900
8 11,000,000 3 days 14 hours 15300 137700 15300 7650
9 17,000,000 4 days 12 hours 16800 151200 16800 8400
10 32,000,000 5 days 18450 166050 18450 9225
11 43,000,000 5 days 8 hours 20250 182250 20250 10125
12 55,000,000 5 days 16 hours 22200 199800 22200 11100
Cost Time
Totals 170,700,000 30 days 11 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 AuIcon 22200 199800 22200 11100

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 2,000,000 1 day 22650 203850 22650 11325
3 4,000,000 2 days 23100 207900 23100 11550
4 8,000,000 3 days 23400 210600 23400 11700
5 19,500,000 3 days 23850 214650 23850 11925
6 19,500,000 3 days 24300 218700 24300 12150
7 19,500,000 3 days 24600 221400 24600 12300
8 19,500,000 3 days 25050 225450 25050 12525
9 19,500,000 3 days 25500 229500 25500 12750
10 19,500,000 3 days 25800 232200 25800 12900
11 19,500,000 3 days 26250 236250 26250 13125
12 19,500,000 3 days 26700 240300 26700 13350
Cost Time
Totals 170,000,000 30 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).

Level Accumulation %
1 ?
2 ?
3 ?
4 ?
5 ?
6 ?
7 ?
8 ?
9 ?
10 134%
11 142%
12 150%

Accuracy By Distance

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%


Update History

Version Changes
5.8 Shot interval increased from 1.6 seconds → 2 seconds
Damage increased by 2%
5.7 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.0 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 Economy Changes:
Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3 Damage increased by 8%
4.2 Weapon was added to the game


Poll

What balance change does the Glory need after the 5.8 balance update?
 
12
 
3
 
3
 
0
 
1
 

The poll was created at 15:59 on March 14, 2020, and so far 19 people voted.

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