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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
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- — in-game description
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<< PREV | 50 | Glory | NEXT >> |
Purchase Information | |
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In-Game Cost | 10,000 or 5,000 |
IRL Cost? |
$40 |
Experience? |
18 |
Type | |
Hardpoint? |
Heavy |
Tier? |
III |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | ||
Damage | 9,480 per energy round | ||
Range | 500 meters | ||
Reload | 10 seconds | ||
Capacity | 5 energy rounds | ||
Unload | 2 seconds |
Workshop Production Information | |
---|---|
1 Day Cost | 3 Day Cost |
140,000 | 460,000 |
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. It has a light and medium counterpart (Halo and Corona respectively) and can be viewed as the energy counterpart to the Thunder and Devastator.
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, 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[]
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
Upgrade Cost[]
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Weapons data[]
MK 1 | Level | MK 2 | ||||||
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Damage per shot | Damage per burst | Burst DPS | Cycle DPS | Damage per shot | Damage per burst | Burst DPS | Cycle DPS | |
6,320 | 44,240 | 12,289 | 3,511 | 1 | 18,300 | 128,100 | 35,583 | 10,167 |
7,020 | 49,140 | 13,650 | 3,900 | 2 | 18,700 | 130,900 | 36,361 | 10,389 |
7,840 | 54,880 | 15,244 | 4,356 | 3 | 18,960 | 132,720 | 36,867 | 10,533 |
8,520 | 59,640 | 16,567 | 4,733 | 4 | 19,240 | 134,680 | 37,411 | 10,689 |
9,340 | 65,380 | 18,161 | 5,189 | 5 | 19,660 | 137,620 | 38,228 | 10,922 |
10,440 | 73,080 | 20,300 | 5,800 | 6 | 20,060 | 140,420 | 39,006 | 11,144 |
11,420 | 79,940 | 22,206 | 6,344 | 7 | 20,340 | 142,380 | 39,550 | 11,300 |
12,640 | 88,480 | 24,578 | 7,022 | 8 | 20,620 | 144,340 | 40,094 | 11,456 |
13,740 | 96,180 | 26,717 | 7,633 | 9 | 21,040 | 147,280 | 40,911 | 11,689 |
15,260 | 106,820 | 29,672 | 8,478 | 10 | 21,320 | 149,240 | 41,456 | 11,844 |
16,760 | 117,320 | 32,589 | 9,311 | 11 | 21,720 | 152,040 | 42,233 | 12,067 |
18,300 | 128,100 | 35,583 | 10,167 | 12 | 22,000 | 154,000 | 42,778 | 12,222 |
MK 3 Level 1 | 23,100 | 161,700 | 44,917 | 12,833 | ||||
Notes | 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE). | |||||||
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button. | ||||||||
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button. |
Effect Accumulation[]
MK 1 | Level | MK 2 | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Effect accumulation % | Burst effect accumulation % | Effect accumulation % | Burst effect accumulation % | |||||||
103.00 | 144.20 | 1 | 158.00 | 221.20 | ||||||
104.00 | 145.60 | 2 | 158.00 | 221.20 | ||||||
106.00 | 148.40 | 3 | 158.00 | 221.20 | ||||||
109.00 | 152.60 | 4 | 158.00 | 221.20 | ||||||
112.00 | 156.80 | 5 | 158.00 | 221.20 | ||||||
116.00 | 162.40 | 6 | 158.00 | 221.20 | ||||||
120.00 | 168.00 | 7 | 158.00 | 221.20 | ||||||
126.00 | 176.40 | 8 | 158.00 | 221.20 | ||||||
133.00 | 186.20 | 9 | 158.00 | 221.20 | ||||||
141.00 | 197.40 | 10 | 158.00 | 221.20 | ||||||
149.00 | 208.60 | 11 | 158.00 | 221.20 | ||||||
158.00 | 221.20 | 12 | 158.00 | 221.20 | ||||||
MK 3 Level 1 | 158.00 | 221.20 |
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 |
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9.4.0 | The amount of particles per shot reduced from 30 → 20 |
8.7.0 | Damage increased by 25% Shot interval decreased (1 → 0.5 sec) Reload time decreased (10 → 9 sec) |
7.9.0 | Damage increased by 10% |
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 |
Poll[]
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