- See also: Equipment
All equipment are separated into 5 different categories.
- Light Equipment: Equipment that can be put on a Light Hardpoint. Typically has a quarter or half of their medium counterpart's firepower and usually a quarter of their heavy counterpart's firepower.
- Medium Equipment: Equipment than can be put on a Medium Hardpoint. Typically has half or three-quarters of their heavy counterpart's firepower and has 3 quarters or doubled the firepower of their light counterparts.
- Heavy Equipment: Equipment that can be put on a Heavy Hardpoint. Typically has Three-quarters or doubled the firepower of their lower counterparts. As of yet, heavy equipment is always mounted on the top of the bot, showing their heavy caliber. Some skirmishes feature robots with their normal hardpoints swapped with heavy weapons, but this isn't usually the case.
- Beta Equipment: Equipment that can be put on a Beta Hardpoint, exclusive to Titans. Typically has Half or Three-quarters the firepower of their Alpha counterparts.
- Alpha Equipment: Equipment that can be put on an Alpha Hardpoint, exclusive to Titans. Typically has Three-quarters or doubled the firepower of their Beta counterparts. Always mounted on the top. (For now)
- See also: Portal:Special Edition
Each weapon in War Robots can be compared to 'like' weapons across hardpoints. The table below can be used to compare each weapon's increased effectivness to other weapon that effectively work the same way as thier light counterpart.
These weapon comparisions were done by first listing the damage per second (DPS) of each light weapon. With the light hardpoint DPS value set as a baseline, the percentage increase in DPS for medium and heavy weapons (of the same type) was calculated by dividing the light weapon DPS into the DPS of the both the medium and heavy versions. This calculation reveals the % increase in DPS for each medium and heavy weapon counterpart.
Understanding the Data
Most medium and heavy weapons gain an increased DPS compared to thier light counterparts. But not all increases are equal! When selecting weapons, it can be helpful to reference this table to show how to gain the most value when choosing weapons by slot. Example:
- A commander is deciding what weapons to mount on thier Natasha. Natasha has two light and two heavy weapon slots. Assuming that the commander wants each slot to carry 'like' weapons on each slot (avoiding weapon mixing), she can see that equiping Sprials with Chrimera's provides a massive jump in DPS between the two slot types (+275%). The same is true for Rime/Glacier (+152%), Shredder/Puncher (+229%), and Punisher/Avenger (+175%).
Commanders would do well to avoid assuming that DPS will always be signifigantly increased by larger weapons. Quarker/Atomizer/Nucleon is an excellent example: The heavy slot Nucleon does only +22% more damage than a light slot Quarker. This knowlege can help commanders get the 'most bang for thier buck' when choosing weapons!
A Final Word: DPS isnt the only factor to consider in choosing weapons. Reload time, unload time, range, secondary effect and much more go into choosing the right weapon for a commander. That said, this table provides some insight into weapon weighting and can help commanders when outfiting robots for battle.
Weapons Comparision Table
|Family||Name||Hardpoint||DPS||DPS % Over Light||Notes|
|Kinetic Corrosives||Sting||Light||4,092||0%||Sting has a much shorter shot interval than Wasp and Hornet. This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-2,660, M-16,440, H-44,880). In addition, Sting fires a 'Volley' tragectory, making it operate in some was simular to a shotgun.|
|Energy Charge-Ups||Arbalest||Light||2,450*||0%||The MUCH longer reload time for Trebuchet explains it's much larger shot damage (24 secs for Trebuchet vs 6 secs for Arbalest and Ballista).|
|Short Range Bonus||Spark||Light||1,165||0%|
|Energy Shotguns||Halo||Light||7,333||0%||For Shotguns, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-11,000, M-15,000, H-34,500)
|Kinetic Shotguns||Gust||Light||6,467||0%||For Shotguns, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-9,700, M-14,850, H-43,200)
|Short Range Rockets||Pinata||Light||7,841||0%||For Short Range Rockets, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-11,730, M-21,500, H-38,410). Despite its slower shot interval, Exodus still has a higher DPS than Pinata due to it much higher shot damage.
|Medium Range Rockets||Pin||Light||2,840||0%||For Medium Range Rockets, the light hardpoint has a longer shot interval, but (curiously) a MUCH higher shot damage than its heavy counterpart. However, the total magazine damage from the heavy slot is still much higher, due to its much larger magazine capacity.|
|Short Range Cluster Missiles||Aphid||Light||9,352*||0%|
|Medium Range Cluster Missiles||Spiral||Light||2,760*||0%|
|Incendiary BLASTCHARGE Rockets||Scald||Light||1,049||0%|
|Energy Lockdowner Rifles||Magnetar||Light||2,250||0%|
|Homing Machineguns||Kramola||Light||4,756||0%||Smuta has nearly the same damage output per second as Puncher (which is considered by many to be the strongest heavy weapon in the game)|
* Refers to Damage per Shot rather than DPS (single shot charge-up weapons)