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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



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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 6,900 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. 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, 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

Upgrade Cost

Tier 3 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 01:30
3 200,000 02:30
4 400,000 06:00
5 2,000,000 12:00
6 3,000,000 20:00
7 4,000,000 36:00
8 8,000,000 60:00
9 13,000,000 72:00
10 25,000,000 80:00
11 35,000,000 90:00
12 45,000,000 96:00
Totals Cost Time [DD:HH:MM]
135,700,000 18:20:00
Tier 3 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 1,000,000 12:00
3 2,000,000 24:00
4 4,000,000 36:00
5 16,000,000 48:00
6 16,000,000 48:00
7 16,000,000 48:00
8 16,000,000 48:00
9 16,000,000 48:00
10 16,000,000 48:00
11 16,000,000 48:00
12 16,000,000 48:00
Totals Cost Time [DD:HH:MM]
135,000,000 18:00:00
  • MK2 Upgrade cost 500 Gold

Weapons data

Glory
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopYes.png Energy Energy


Manual Manual


Automatic Automatic


Reload While Firing RWF


Root Root



Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
30 5 N/A 5 10 1 3 6.8 Heavy Energy Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
6900 34500 6900 230 1 19950 99750 19950 665
7650 38250 7650 255 2 20400 102000 20400 680
8550 42750 8550 285 3 20700 103500 20700 690
9300 46500 9300 310 4 21000 105000 21000 700
10200 51000 10200 340 5 21450 107250 21450 715
11400 57000 11400 380 6 21900 109500 21900 730
12450 62250 12450 415 7 22200 111000 22200 740
13800 69000 13800 460 8 22500 112500 22500 750
15000 75000 15000 500 9 22950 114750 22950 765
16650 83250 16650 555 10 23250 116250 23250 775
18300 91500 18300 610 11 23700 118500 23700 790
19950 99750 19950 665 12 24000 120000 24000 800


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
6.8.0 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

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