“…Light, medium-range energy autocanon with a special feature that immobilizes the target after a certain amount of hits…” – in-game description
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|Damage||495 per energy round|| Manual
|Range||600 meters|| Automatic
|Reload||5 seconds|| Magazine
|Capacity||24 energy rounds|| Root
The Magnetar is a powerful energy autocannon that fires lockdown shells from ranges up to 600m. As such, it should be played mainly as a support weapon providing covering fire for allies at a safe distance while also locking-down the enemies. The lockdown attribute inflicts a certain amount of 'lock-down charge' with every shot, indicated by a white lock-down icon appearing above the enemy's health bar, which will steadily fill with red if the enemy is receiving a lot of lock-down charges. If the lockdown icon becomes completely red the enemy is immobilized for 5 seconds and the amount of lockdown charges applied to it will be reset. After being immobilized for five seconds the enemy gains a 5-second immunity to lockdown from any source. If the lockdown icon has not been filled fully yet and then the enemy stops receiving lock-down charges, then the lock-down icon's red level will slowly decrease again.
Pros and Cons
- Energy-based projectiles allows gun to bypass energy shielding
- Large damage within range (0m-600m)
- Quick reload
- Can lock-down enemies
- High accuracy-Bullets barely spread
- Has the capability to lock enemies down in 1 clip but requires every shot to land (at level 1)
- Ineffective against physical shields
- Ineffective at close range against specialized brawling weapons (eg. Nucleon)
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).
|6.9.0||New special edition model: Sheriff Magnetar (Mercenary Town)|
|6.8.0||Weapon was added to the game|