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Pulsar | Sinister Pulsar | ULTIMATE Pulsar |
“ | Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy
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- — in-game description
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Purchase Information | |
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In-Game Cost | 10,000 or 7,500 |
IRL Cost? |
$60 |
Experience? |
17 |
Type | |
Hardpoint? |
Medium |
Tier? |
IV |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | ||
Damage | 840 per energy round | ||
Range | 600 meters | ||
Reload | 5 seconds | ||
Capacity | 24 energy rounds | ||
Unload | 5.06 seconds |
Workshop Production Information | |
---|---|
1 Day Cost | 3 Day Cost |
160,000 | 530,000 |
Components | Components |
60 | 170 |
Introduction[]
The Pulsar is a mid-range (up to 600 meters, with a 550-meter optimal range) medium energy weapon. It has a light counterpart (Magnetar).
Strategy[]
This energy auto-cannon can root enemies at a 600-meter range, performing well as a close- / mid-range suppressor. The Pulsar has a relatively high Damage per Second (DPS), with the added effect of rooting enemy targets.
With its short 5 second reload, robots equipped with the Pulsar can guard home and near-home beacons, stopping enemy robots and allowing teammates with more firepower to race over to help. This tactic of suppressive fire at range can be devastating on open maps such as Yamantau, Shenzhen and Canyon.
The power to temporarily immobilize enemy robots is very useful in game modes such as Beacon Rush and King of the Hill (unavailable), where capturing a beacon first can mean not only more points but an extra spawn point.
The Pulsar has the largest effect on the Dash robots Kumiho, Strider, Haechi, Bolt , and Bulgasari. The ability to lock them down and deprive them of their mobility (one of their key strengths) can lead to their destruction or crippling. It can also effectively ground robots capable of jumping, preventing a locked down robot from leaving the ground. It does not prevent Descend robots (Spectre and Inquisitor) from entering stealth, but Mercury cannot activate Helldive, which means it cannot enter stealth mode and explode. It is also useful against Hellburners, as the lock down can prevent it from getting too close and activating its overload explosion.
Finally, being a medium weapon, the Pulsar has heavier firepower than its light counterpart the Magnetar. Also being an energy weapon, the Pulsar can be deadly to ambush robots (such as the Spectre) or robots with in-built energy shields (such as the Carnage). If pinned down, not only will the energy bolts hurt more due to these robots under-average health, but for stealth ability robots such as the Spectre and Inquisitor, they can be left vulnerable if pinned down in the open and unable to move when their stealth runs out.
Pros and Cons[]
Pros
- Energy-based projectiles allows gun to bypass energy shielding
- Large damage within range (0m-600m)
- Quick reload
- Can lock-down enemies
- High accuracy-particles barely spread
Cons
- Does not have capability to lock-down an enemy down in one clip
- Ineffective against physical shields
- Ineffective at close range against specialized brawling weapons (eg. Havoc)
Upgrade Cost[]
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Weapons data[]
MK 1 | Level | MK 2 | ||||||
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Damage per shot | Damage per burst | Burst DPS | Cycle DPS | Damage per shot | Damage per burst | Burst DPS | Cycle DPS | |
840 | 20,160 | 3,984 | 2,004 | 1 | 2,450 | 58,800 | 11,621 | 5,845 |
924 | 22,176 | 4,383 | 2,204 | 2 | 2,494 | 59,856 | 11,829 | 5,950 |
1,022 | 24,528 | 4,847 | 2,438 | 3 | 2,539 | 60,936 | 12,043 | 6,057 |
1,134 | 27,216 | 5,379 | 2,705 | 4 | 2,584 | 62,016 | 12,256 | 6,165 |
1,246 | 29,904 | 5,910 | 2,973 | 5 | 2,629 | 63,096 | 12,470 | 6,272 |
1,372 | 32,928 | 6,508 | 3,273 | 6 | 2,674 | 64,176 | 12,683 | 6,379 |
1,512 | 36,288 | 7,172 | 3,607 | 7 | 2,718 | 65,232 | 12,892 | 6,484 |
1,666 | 39,984 | 7,902 | 3,975 | 8 | 2,763 | 66,312 | 13,105 | 6,592 |
1,834 | 44,016 | 8,699 | 4,375 | 9 | 2,808 | 67,392 | 13,319 | 6,699 |
2,016 | 48,384 | 9,562 | 4,810 | 10 | 2,853 | 68,472 | 13,532 | 6,806 |
2,226 | 53,424 | 10,558 | 5,311 | 11 | 2,898 | 69,552 | 13,745 | 6,914 |
2,450 | 58,800 | 11,621 | 5,845 | 12 | 2,942 | 70,608 | 13,954 | 7,019 |
MK 3 Level 1 | 3,089 | 74,136 | 14,651 | 7,369 | ||||
Notes | 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE). | |||||||
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button. | ||||||||
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button. |
Effect Accumulation[]
MK 1 | Level | MK 2 | ||||||||
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Effect accumulation % | Burst effect accumulation % | Effect accumulation % | Burst effect accumulation % | |||||||
100.00 | 100.00 | 1 | 114.00 | 114.00 | ||||||
101.00 | 101.00 | 2 | 114.00 | 114.00 | ||||||
101.00 | 101.00 | 3 | 114.00 | 114.00 | ||||||
102.00 | 102.00 | 4 | 114.00 | 114.00 | ||||||
103.00 | 103.00 | 5 | 114.00 | 114.00 | ||||||
104.00 | 104.00 | 6 | 114.00 | 114.00 | ||||||
105.00 | 105.00 | 7 | 114.00 | 114.00 | ||||||
107.00 | 107.00 | 8 | 114.00 | 114.00 | ||||||
109.00 | 109.00 | 9 | 114.00 | 114.00 | ||||||
111.00 | 111.00 | 10 | 114.00 | 114.00 | ||||||
113.00 | 113.00 | 11 | 114.00 | 114.00 | ||||||
114.00 | 114.00 | 12 | 114.00 | 114.00 | ||||||
MK 3 Level 1 | 114.00 | 114.00 |
Accuracy By Distance[]
Below is the average percentage (%) of projectiles (out of 24 energy rounds) that hit an enemy robot (if aimed directly at) at specific ranges.
Range | Accuracy % |
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500 meters or less | 100% |
550 meters | 91% |
600 meters | 87% |
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.
Audio[]
Update History[]
Version | Changes |
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9.2.0 | New ULTIMATE edition: ULTIMATE Pulsar |
8.7.0 | Damage increased by 40% |
6.3.0 | targeting issues fixed |
6.0.1 | Now available for 7,500 gold (can still be produced via Workshop 2.0) |
6.0.0 | Now roots enemies after a certain number of projectile hits (rather than random activation) |
5.4.0 | New alternative model: Sinister Pulsar (Operation: Raging Typhoon) |
5.0.0 | Damage increased by 13% Rate of fire increased from 3.7 rps (rounds per second) → 4.5 rps |
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 12% |
4.1.0 | Weapon was added to the game |
Poll[]
Trivia[]
- It takes 30 Days and 34.2 Million Silver to acquire it (Producing packs of 170 taking 3 Days, using all 6 slots).
- This weapon does not possess 100% Accuracy at maximum range.
- The word "Pulsar" means a extremely magnetized neuron star that emits high-speed streams of electromagnetic radiation into space. They are the densest objects we know of other than black holes, and are born when a red giant collapses in on itself but is just small enough not to become a black hole. Matter in a neuron star is so dense that just one tablespoon (approximately 15 ml) of it weighs more than Mount Everest. (It is a very interesting topic, a video about it had been made by the Science YouTuber Kurzgesagt if you want to learn more)
- Prior to Update 5.0, the firing animation wasn't synchronized with the number of projectiles being fired out of each barrel.
- When a robot gets hit by a Pulsar round, it makes an electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.
- The special variant - Sinister Pulsar - has a more mechanical firing sound than the regular Pulsar.
- If one looks really closely, this, the Shredder, and the Halo has the same color scheme.
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