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Main article: Equipment

Introduction

Weapons of the Kinetic type fire ballistic projectiles at a high speed. They travel in a flat trajectory and the user must have a decent aim and a clear line of sight to hit enemies (with the exception of the Smuta, Razdor and Kramola).

As a general rule, do not combine close range kinetic weapons with long range kinetic weapons, as the result is sometimes unusable.

Shielding effectiveness

Physical shields: Kinetic weapons deal 2x damage to physical shields, but cannot actually bypass them entirely, meaning that if a robot is completely kinetic-orientated, it will still have to penetrate through an enemy physical shield, but the process will be twice as fast as normal.

Energy shields: Kinetic weapons have no advantages whatsoever against energy shielding. Kinetic armaments need to whittle down energy shields at a standard rate before they can damage the robot inside.

Aegis shields: Kinetic weapons have no advantages against Aegis shielding either. It must destroy the Aegis at a standard rate before it can damage the robot inside.

Standard Weapons

Standard kinetic weapons are kinetic weapons which do not follow any of the special circumstances or abilities below (however, the Reaper has Defense Breach which allows it to bypass Defense Points, Reflectors and Forcefields).

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Acceleration Mode Weapons

Acceleration Mode

Acceleration Mode kinetic weapons are kinetic weapons that have the ability to enter acceleration mode. After a set amount of time of continuous or semi-continuous (allows for tiny intervals) firing, the weapon will begin firing a fixed amount of extra bullets/projectiles without wasting any extra ammo. If the weapon stops firing for a fixed amount of time, then the weapon will leave acceleration mode and will have to accumulate it again. The Kramola, Razdor and Smuta fire homing bullets/projectiles which hit enemies after 200m (even behind cover).


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Beta

Alpha

Corrosion Weapons

Damage over Time

Corrosion kinetic weapons are a special sub-category of kinetic weapons. They have the same attributes, such as the inability to penetrate energy shields but the ability to deal double damage to physical shields, but are unique in the fact that they can inflict the Corrosion status effect on opponents with each shot-when the status effect is applied, enemies will receive a fixed amount of damage dispersed slowly over the next five seconds that mitigates Damage Resistance. Corrosion can stack, but cannot bypass Phase Shift and Transcendence.

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Slowdown Weapons

Slowdown

Slowdown weapons are kinetic shotgun-type weapons which inflict the Slowdown effect on the enemy. These weapons are accurate upto 250 meters, after which the bullets/projectiles start to spread. They also have a short reload of 3 seconds.

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Charge-Up Weapons

Charge-up kinetic weapons are a special subcategory of kinetic weapons that only fire one shot per clip. Like most standard weapons, this single shot has its reload. However, what makes charge-up kinetic weapons unique is the fact that they can accumulate 'charges' after the initial shot reload. Each of these charges have their own reload and add damage to the shot when it is eventually fired. However, there is a maximum amount of charges that can be accumulated per shot. These weapons also have Defense Mitigation which allows them to bypass Defense Points.

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See also

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