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…Missile system which fires one homing missile per shot. The missiles overcome most of the obstacles and are effective even against fast and maneuverable enemies… – in-game description


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PURCHASE INFORMATION
In-Game Cost 1,500 AuIcon
Real Value Icn info for user popup None
Player Level Icn info for user popup 7
TYPE
Hardpoint Medium
Hydra
BASE STATISTICS ATTRIBUTES
Level 1 Icn damage explosive Explosive
WeaponDamage Damage 930 per missile Icn aiming lock Lock-on
WeaponRange Range 600m Icn shooting automatic Automatic
WeaponReload Reload 12 seconds Icn reload magazine Magazine
Capacity 6 missiles Icn spec homing Homing
Unload 6.6 seconds

Introduction

The Hydra is a mid-range (up to 600 meters) medium homing missile weapon.

Strategy

This mid-range missile launcher should be played similarly to the light Spiral and heavy Chimera.

The Hydra fires missiles that propel towards the target and when close enough, will move in the direction of the targeted robot, just like the Spiral and Chimera. The Spiral and Hydra share the same range, damage per missile (negligible difference), and have a similar firing arc. However, this weapon can fire up to 6 missile per clip, one missile at a time every 0.67 seconds, giving it an overall higher DPS (damage per second) than its light counterpart.

Another difference between this weapon and its light counterpart, the Spiral, is that the Hydra missiles have a "passive tracking system". This means that the missiles can "see" obstacles and correct its flight path, thus hitting the target regardless of an obstacle. Additionally, each missile is launched from the same point and tends to follow a similar trajectory, unlike the more chaotic paths of the Spiral. However, for tall and wide obstacles such as roofs, the missiles can't correct their flight path to avoid it, as they can't exceed their maximum range distance.

It should be noted that the Hydra (like all homing missile weapons) does not have the splash damage effect. However, it can sometimes land on the unprotected part of physical shielded robot and deal damage.

The missiles can be curved by aiming to the left or right within the green bracket that appears when locked on.

If all the missiles are not fired when the target is destroyed (or moves out of range), another target must be locked onto before the remaining missiles can be fired. This can lead to being left with only one or two missiles left in the clip and a long reload time when engaging the next target. However, it is also useful as the first missile can be used to see if the rest of the missiles will hit without using all of the ammo.

Many pilots use Hydras to harass enemies due to its overall low damage output. It is best to pair this weapon with Spirals and Chimeras.

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 1,500 AuIcon 930 5580 845 300

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 20,000 10 minutes 1020 6120 927 329
3 40,000 1 hour 1120 6720 1018 361
4 80,000 2 hours 1230 7380 1118 397
5 400,000 8 hours 1350 8100 1227 435
6 800,000 12 hours 1480 8880 1345 477
7 1,600,000 1 day 1630 9780 1482 526
8 3,000,000 1 day 8 hours 1790 10740 1627 577
9 6,000,000 1 day 16 hours 1970 11820 1791 635
10 10,000,000 1 day 20 hours 2170 13020 1973 700
11 16,000,000 2 days 4 hours 2380 14280 2164 768
12 26,000,000 2 days 12 hours 2620 15720 2382 845
Cost Time
Totals 63,940,000 11 days 11 hours 10 minutes


  • The damage column shows the damage of each individual missile (out of 6 missiles)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 AuIcon 2620 15720 2382 845

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 500,000 5 hours 2668 16008 2425 861
3 1,000,000 10 hours 2716 16296 2469 876
4 2,000,000 20 hours 2764 16584 2513 892
5 7,500,000 1 day 6 hours 2812 16872 2556 907
6 7,500,000 1 day 6 hours 2860 17160 2600 923
7 7,500,000 1 day 6 hours 2908 17448 2644 938
8 7,500,000 1 day 6 hours 2956 17736 2687 954
9 7,500,000 1 day 6 hours 3004 18024 2731 969
10 7,500,000 1 day 6 hours 3052 18312 2775 985
11 7,500,000 1 day 6 hours 3100 18600 2818 1000
12 7,500,000 1 day 6 hours 3148 18888 2862 1015
Cost Time
Totals 63,350,000 11 days 11 hours


  • The damage column shows the damage of each individual missile (out of 6 missiles)

Update History

Version Changes
4.8.0 Total Upgrade Time: 14 days 3 hours 10 minutes⟶11 days 11 hours 10 minutes
4.7.0 Total Upgrade Time: 17 days 3 hours 22 minutes⟶14 days 3 hours 10 minutes
4.5 Now available for 1,500 gold (can no longer be produced via Workshop 2.0)
4.3 Firing rate decreased from 0.8 sec. → 1.1 sec
4.2 Price changed from 5,650 WP to 10,000 Components (or 1,500 gold)
4.0 Economy Changes (July 5):
Total Upgrade Cost: 48,005,000 Ag⟶63,940,000 Ag
Total Upgrade Time: 12 days 21 hours 23 minutes⟶17 days 3 hours 22 minutes
3.4.0 Damage reduced by 5%
3.2.0 Damage increased by 5%
3.1 Damage increased by 5%
2.9.3 Damage increased by 15%
2.5 Name changed from SMS Hydra to Hydra
1.9 Firing rate increased by 60%
1.4.1 Damage increased
1.1 Weapon was added to the game


Poll

What balance change does the Hydra need after the 4.3 balance update?
 
112
 
11
 
11
 
4
 
27
 

The poll was created at 10:47 on November 3, 2018, and so far 165 people voted.

Trivia

  • On the test server initial release the Hydra was called "Swarm". Each shell would separate in 6 little shells, for a total damage of 6,000 at level 12.
  • A Hydra is a serpentine, dragon like swamp monster in Greek and Roman mythology with multiple heads.
  • Prior to the update 3.0 in game description stated "Inefficient against fast-moving robots." which was completely untrue.

Navigation

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