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{{Protection}} |
{{Protection}} |
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{{Currency|Type = "Cp"}} |
{{Currency|Type = "Cp"}} |
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− | {{Quote|Energy auto-cannon for medium range |
+ | {{Quote|Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy}} |
<br /> |
<br /> |
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<div style="text-align:Right;">{{WeaponIcons|Energy|Manual|Automatic|Magazine|Root}}</div><!-- |
<div style="text-align:Right;">{{WeaponIcons|Energy|Manual|Automatic|Magazine|Root}}</div><!-- |
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==Strategy== |
==Strategy== |
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− | This energy auto-cannon has a chance to root enemies and a 600-meter range, meaning that it is well-suited to perform as a close-mid range suppressor. |
+ | This energy auto-cannon has a chance to root enemies and a 600-meter range, meaning that it is well-suited to perform as a close-mid range suppressor. The Pulsar boasts a very solid DPS, with the added effect of being able to immobilize enemy targets. |
− | With its short 5 second reload, robots equipped with the |
+ | With its short 5 second reload, robots equipped with the Pulsar can be vital in guarding important [[beacon]]s, stopping enemy robots and allowing teammates with more firepower to race over to help. This tactic of suppressive fire at range can be devastatingly effective on open maps such as [[Yamantau]], [[Shenzhen]] and [[Canyon]]. |
The power to temporarily immobilize enemy robots can be vital in game modes such as Beacon Rush and [[King of the Hill]], where capturing a beacon first can mean not only more points, but also an extra spawn point, which allows for much more intense battles. |
The power to temporarily immobilize enemy robots can be vital in game modes such as Beacon Rush and [[King of the Hill]], where capturing a beacon first can mean not only more points, but also an extra spawn point, which allows for much more intense battles. |
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− | The Pulsar has the largest effect on the [[Dash]] |
+ | The Pulsar has the largest effect on the [[Abilities#Dash|Dash]] robots ([[Kumiho]], [[Strider]], [[Haechi]] 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 that are capable of jumping, in other words it prevents 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. |
The Haechi in particular is vulnerable, due to it having low base health to compensate for its in-built Ancile. The Strider relies heavily on its 5 Dash charges, with inadequate health for brawling, it relies on mobility. Pinning a Strider down in front of heavily-armed teammates can mean its demise. |
The Haechi in particular is vulnerable, due to it having low base health to compensate for its in-built Ancile. The Strider relies heavily on its 5 Dash charges, with inadequate health for brawling, it relies on mobility. Pinning a Strider down in front of heavily-armed teammates can mean its demise. |
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|level-02-cost = 100,000 |
|level-02-cost = 100,000 |
||
|level-02-time = 2 hours |
|level-02-time = 2 hours |
||
− | |level-02-damage = |
+ | |level-02-damage = 660 |
|level-03-cost = 200,000 |
|level-03-cost = 200,000 |
||
|level-03-time = 5 hours |
|level-03-time = 5 hours |
||
− | |level-03-damage = |
+ | |level-03-damage = 730 |
|level-04-cost = 400,000 |
|level-04-cost = 400,000 |
||
|level-04-time = 14 hours |
|level-04-time = 14 hours |
||
− | |level-04-damage = |
+ | |level-04-damage = 810 |
|level-05-cost = 2,000,000 |
|level-05-cost = 2,000,000 |
||
|level-05-time = 1 day |
|level-05-time = 1 day |
||
− | |level-05-damage = |
+ | |level-05-damage = 890 |
|level-06-cost = 4,000,000 |
|level-06-cost = 4,000,000 |
||
|level-06-time = 1 day 16 hours |
|level-06-time = 1 day 16 hours |
||
− | |level-06-damage = |
+ | |level-06-damage = 980 |
|level-07-cost = 6,000,000 |
|level-07-cost = 6,000,000 |
||
|level-07-time = 2 days 20 hours |
|level-07-time = 2 days 20 hours |
||
− | |level-07-damage = |
+ | |level-07-damage = 1080 |
|level-08-cost = 11,000,000 |
|level-08-cost = 11,000,000 |
||
|level-08-time = 3 days 14 hours |
|level-08-time = 3 days 14 hours |
||
− | |level-08-damage = |
+ | |level-08-damage = 1190 |
|level-09-cost = 17,000,000 |
|level-09-cost = 17,000,000 |
||
|level-09-time = 4 days 12 hours |
|level-09-time = 4 days 12 hours |
||
− | |level-09-damage = |
+ | |level-09-damage = 1310 |
|level-10-cost = 32,000,000 |
|level-10-cost = 32,000,000 |
||
|level-10-time = 5 days |
|level-10-time = 5 days |
||
− | |level-10-damage = |
+ | |level-10-damage = 1440 |
|level-11-cost = 43,000,000 |
|level-11-cost = 43,000,000 |
||
|level-11-time = 5 days 8 hours |
|level-11-time = 5 days 8 hours |
||
− | |level-11-damage = |
+ | |level-11-damage = 1590 |
|level-12-cost = 55,000,000 |
|level-12-cost = 55,000,000 |
||
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}} |
}} |
||
− | *The damage column shows the damage of each individual energy round (out of |
+ | *The damage column shows the damage of each individual energy round (out of 23 energy rounds) |
==Mark II Statistics== |
==Mark II Statistics== |
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|level-02-cost = 100,000 |
|level-02-cost = 100,000 |
||
|level-02-time = 2 hours |
|level-02-time = 2 hours |
||
− | |level-02-damage = |
+ | |level-02-damage = 790 |
|level-03-cost = 200,000 |
|level-03-cost = 200,000 |
||
|level-03-time = 5 hours |
|level-03-time = 5 hours |
||
− | |level-03-damage = |
+ | |level-03-damage = 870 |
|level-04-cost = 400,000 |
|level-04-cost = 400,000 |
||
|level-04-time = 14 hours |
|level-04-time = 14 hours |
||
− | |level-04-damage = |
+ | |level-04-damage = 970 |
|level-05-cost = 2,000,000 |
|level-05-cost = 2,000,000 |
||
|level-05-time = 1 days |
|level-05-time = 1 days |
||
− | |level-05-damage = |
+ | |level-05-damage = 1060 |
|level-06-cost = 4,000,000 |
|level-06-cost = 4,000,000 |
||
|level-06-time = 1 day 16 hours |
|level-06-time = 1 day 16 hours |
||
− | |level-06-damage = |
+ | |level-06-damage = 1170 |
|level-07-cost = 6,000,000 |
|level-07-cost = 6,000,000 |
||
|level-07-time = 2 days 20 hours |
|level-07-time = 2 days 20 hours |
||
− | |level-07-damage = |
+ | |level-07-damage = 1290 |
|level-08-cost = 11,000,000 |
|level-08-cost = 11,000,000 |
||
|level-08-time = 3 days 14 hours |
|level-08-time = 3 days 14 hours |
||
− | |level-08-damage = |
+ | |level-08-damage = 1420 |
|level-09-cost = 17,000,000 |
|level-09-cost = 17,000,000 |
||
|level-09-time = 4 days 12 hours |
|level-09-time = 4 days 12 hours |
||
− | |level-09-damage = |
+ | |level-09-damage = 1570 |
|level-10-cost = 32,000,000 |
|level-10-cost = 32,000,000 |
||
|level-10-time = 5 days |
|level-10-time = 5 days |
||
− | |level-10-damage = |
+ | |level-10-damage = 1720 |
|level-11-cost = 43,000,000 |
|level-11-cost = 43,000,000 |
||
|level-11-time = 5 days 8 hours |
|level-11-time = 5 days 8 hours |
||
− | |level-11-damage = |
+ | |level-11-damage = 1900 |
|level-12-cost = 55,000,000 |
|level-12-cost = 55,000,000 |
||
Line 168: | Line 168: | ||
}} |
}} |
||
− | *The damage column shows the damage of each individual energy round (out of |
+ | *The damage column shows the damage of each individual energy round (out of 23 energy rounds) |
==Root Chance %== |
==Root Chance %== |
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Line 269: | Line 269: | ||
==Trivia== |
==Trivia== |
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*It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots) |
*It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots) |
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− | *This weapon does not |
+ | *This weapon does not possess 100% Accuracy at maximum range |
+ | *Click [https://sketchfab.com/3d-models/pulsar-3d-86d271b342394db18b135702211ca67c here] for 3D model of this weapon |
||
+ | *The word "Pulsar" means a highly magnetized star that emits electromagnetic radiation. |
||
+ | |||
+ | *Prior to Update 5.0, the firing animation is no longer synchronized with the number of projectiles being fired out of each barrel |
||
+ | |||
+ | *When a robot gets hit by a Pulsar round, it makes a electric sizzling sound quite similar to that of when being hit by a Scourge or Spark. |
Revision as of 03:31, 30 August 2019
THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
“ | Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy
|
” |
- — in-game description
Introduction
The Pulsar is a mid-range (up to 600 meters, with a 550-meter optimal range) medium energy weapon.
Strategy
This energy auto-cannon has a chance to root enemies and a 600-meter range, meaning that it is well-suited to perform as a close-mid range suppressor. The Pulsar boasts a very solid DPS, with the added effect of being able to immobilize enemy targets.
With its short 5 second reload, robots equipped with the Pulsar can be vital in guarding important beacons, stopping enemy robots and allowing teammates with more firepower to race over to help. This tactic of suppressive fire at range can be devastatingly effective on open maps such as Yamantau, Shenzhen and Canyon.
The power to temporarily immobilize enemy robots can be vital in game modes such as Beacon Rush and King of the Hill, where capturing a beacon first can mean not only more points, but also an extra spawn point, which allows for much more intense battles.
The Pulsar has the largest effect on the Dash robots (Kumiho, Strider, Haechi 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 that are capable of jumping, in other words it prevents 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.
The Haechi in particular is vulnerable, due to it having low base health to compensate for its in-built Ancile. The Strider relies heavily on its 5 Dash charges, with inadequate health for brawling, it relies on mobility. Pinning a Strider down in front of heavily-armed teammates can mean its demise.
Finally, being a medium weapon, the Pulsar has heavier firepower than its light counterpart the Shredder. 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.
Mark I Statistics
Purchase Information
Level | Cost | Damage | Cycle Damage |
Burst DPS |
Cycle DPS |
---|---|---|---|---|---|
1 | 10,000 Components | 600 | 13800 | 2701 | 1365 |
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 170,700,000 | 30 days 11 hours |
- The damage column shows the damage of each individual energy round (out of 23 energy rounds)
Mark II Statistics
Purchase Information
Level | Cost | Damage | Cycle Damage |
Burst DPS |
Cycle DPS |
---|---|---|---|---|---|
1 | 500 Au | 720 | 16560 | 3241 | 1638 |
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 170,700,000 | 30 days 11 hours |
- The damage column shows the damage of each individual energy round (out of 23 energy rounds)
Root Chance %
Notes:
- The percentages are per second and if all energy rounds hit (excluding reload)
- The percentages apply to both Mark I and Mark II
Level | Root % |
---|---|
1 | 25% |
2 | 26% |
3 | 27% |
4 | 28% |
5 | 29% |
6 | 30% |
7 | 31% |
8 | 32% |
9 | 33% |
10 | 34% |
11 | 35% |
12 | 36% |
Accuracy By Distance
Range | Accuracy % |
---|---|
500 meters or less | 100% |
550 meters | 91% |
600 meters | 87% |
Update History
Version | Changes |
---|---|
5.0 | 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 | Economy Changes: |
Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours | |
4.3 | Damage increased by 12% |
4.1 | Weapon was added to the game |
Poll
Trivia
- It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots)
- This weapon does not possess 100% Accuracy at maximum range
- Click here for 3D model of this weapon
- The word "Pulsar" means a highly magnetized star that emits electromagnetic radiation.
- Prior to Update 5.0, the firing animation is no longer synchronized with the number of projectiles being fired out of each barrel
- When a robot gets hit by a Pulsar round, it makes a electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.