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{{Protection}} |
{{Protection}} |
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+ | {{Tab-1x2 |
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⚫ | |||
⚫ | |||
+ | |Label 1 = Pulsar |
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+ | |Tab 2 = Pulsar/Sinister Pulsar |
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+ | |Label 2 = Sinister Pulsar |
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⚫ | |||
⚫ | |||
{{Quote|Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy}} |
{{Quote|Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy}} |
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<br /> |
<br /> |
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+ | |||
{{Weapon Page Top |
{{Weapon Page Top |
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− | |Prev Unit = |
+ | |Prev Unit = Shredder |
|Name = Pulsar |
|Name = Pulsar |
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− | |Next Unit = |
+ | |Next Unit = Halo |
− | |Cost = 10,000 |
+ | |Cost = 10,000 {{Cp icon}} or 7,500 {{Au icon}} |
− | |Costicon = |
+ | |Costicon = |
|Value = $60 |
|Value = $60 |
||
|Level = 17 |
|Level = 17 |
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− | | |
+ | |Tier = IV |
− | |Img = [[File:Pulsar.png| |
+ | |Img = [[File:Pulsar.png|400px]] |
|Hardpoint = [[Medium]] |
|Hardpoint = [[Medium]] |
||
|WeaponLevel = 1 |
|WeaponLevel = 1 |
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|Damage = 600 per energy round |
|Damage = 600 per energy round |
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+ | |Range = 600 meters {{info-Tooltip|PulsarRange}} |
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− | |Range = Optimal: 550m<br>Maximum: 600m |
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|Reload = 5 seconds |
|Reload = 5 seconds |
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|Capacity = 23 energy rounds |
|Capacity = 23 energy rounds |
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|ws3comps=170 |
|ws3comps=170 |
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}} |
}} |
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+ | |||
− | <!-- |
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− | <div style="text-align:Right;">{{WeaponIcons|Energy|Manual|Automatic|Magazine|Root}}</div> |
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− | {{Infobox weapon |
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⚫ | |||
− | |imagecaption = |
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− | |cost = 10,000 [[Components]] |
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− | |value = $60 |
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− | |levelreq = 17 |
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− | |hardpoint = [[Medium]] |
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− | |weapontype = [[Energy]] |
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− | |level = 1 |
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− | |ws1cost=160,000 |
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− | |ws1comps=60 |
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− | |ws3cost=530,000 |
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− | |ws3comps=170 |
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− | |damage = 600 per energy round |
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− | |range = Optimal: 550m<br>Maximum: 600m |
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− | |rounds = 23 energy rounds |
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− | |rps = 4.5 energy rounds |
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− | |reload = 5 seconds |
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− | |reloadwf = No |
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− | |unload = 5.11 seconds |
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⚫ | |||
− | --> |
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==Introduction== |
==Introduction== |
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The '''Pulsar''' is a mid-range (up to 600 meters, with a 550-meter optimal range) [[medium]] [[energy]] weapon. |
The '''Pulsar''' is a mid-range (up to 600 meters, with a 550-meter optimal range) [[medium]] [[energy]] weapon. |
||
==Strategy== |
==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 |
+ | 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 root enemy targets. |
− | 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 |
+ | 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 devastating 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]] (unavailable), 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 [[Abilities#Dash|Dash]] robots |
+ | The Pulsar has the largest effect on the [[Abilities#Dash|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 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 explosion. |
− | 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 to survive, 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. |
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. |
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+ | ==Pros and Cons== |
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+ | '''Pros''' |
||
+ | *Energy-based projectiles allows gun to bypass energy shielding |
||
+ | *Large damage within range (0m-600m) |
||
+ | *Quick reload |
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+ | *Can lock-down enemies |
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+ | *High accuracy-Bullets barely spread |
||
+ | '''Cons''' |
||
+ | *Does not have capability to lock-down an enemy down in one clip |
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+ | *Ineffective against physical shields |
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+ | *Ineffective at close range against specialized brawling weapons (eg. [[Nucleon]]) |
||
==Mark I Statistics== |
==Mark I Statistics== |
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|reload-time = 5 |
|reload-time = 5 |
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− | |level-01-cost = 10,000 |
+ | |level-01-cost = 10,000 {{Cp icon}} or 7,500 {{Au icon}} |
|level-01-time = |
|level-01-time = |
||
|level-01-damage = 600 |
|level-01-damage = 600 |
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Line 147: | Line 142: | ||
|reload-time = 5 |
|reload-time = 5 |
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− | |level-01-cost = 500 |
+ | |level-01-cost = 500 {{Au icon}} |
− | |level-01-time = |
+ | |level-01-time = |
− | |level-01-damage = |
+ | |level-01-damage = 1750 |
− | |level-02-cost = |
+ | |level-02-cost = 2,000,000 |
− | |level-02-time = |
+ | |level-02-time = 1 day |
− | |level-02-damage = |
+ | |level-02-damage = 1782 |
− | |level-03-cost = |
+ | |level-03-cost = 4,000,000 |
− | |level-03-time = |
+ | |level-03-time = 2 days |
− | |level-03-damage = |
+ | |level-03-damage = 1814 |
− | |level-04-cost = |
+ | |level-04-cost = 8,000,000 |
− | |level-04-time = |
+ | |level-04-time = 3 days |
− | |level-04-damage = |
+ | |level-04-damage = 1846 |
− | |level-05-cost = |
+ | |level-05-cost = 19,500,000 |
− | |level-05-time = |
+ | |level-05-time = 3 days |
− | |level-05-damage = |
+ | |level-05-damage = 1878 |
− | |level-06-cost = |
+ | |level-06-cost = 19,500,000 |
− | |level-06-time = |
+ | |level-06-time = 3 days |
− | |level-06-damage = |
+ | |level-06-damage = 1910 |
− | |level-07-cost = |
+ | |level-07-cost = 19,500,000 |
− | |level-07-time = |
+ | |level-07-time = 3 days |
− | |level-07-damage = |
+ | |level-07-damage = 1942 |
− | |level-08-cost = |
+ | |level-08-cost = 19,500,000 |
− | |level-08-time = 3 days |
+ | |level-08-time = 3 days |
− | |level-08-damage = |
+ | |level-08-damage = 1974 |
− | |level-09-cost = |
+ | |level-09-cost = 19,500,000 |
− | |level-09-time = |
+ | |level-09-time = 3 days |
− | |level-09-damage = |
+ | |level-09-damage = 2006 |
− | |level-10-cost = |
+ | |level-10-cost = 19,500,000 |
− | |level-10-time = |
+ | |level-10-time = 3 days |
− | |level-10-damage = |
+ | |level-10-damage = 2038 |
− | |level-11-cost = |
+ | |level-11-cost = 19,500,000 |
− | |level-11-time = |
+ | |level-11-time = 3 days |
− | |level-11-damage = |
+ | |level-11-damage = 2070 |
− | |level-12-cost = |
+ | |level-12-cost = 19,500,000 |
− | |level-12-time = |
+ | |level-12-time = 3 days |
− | |level-12-damage = |
+ | |level-12-damage = 2102 |
− | |total-upgrade-cost = 170, |
+ | |total-upgrade-cost = 170,000,000 |
− | |total-upgrade-time = 30 days |
+ | |total-upgrade-time = 30 days |
}} |
}} |
||
*The damage column shows the damage of each individual energy round (out of 23 energy rounds) |
*The damage column shows the damage of each individual energy round (out of 23 energy rounds) |
||
− | == |
+ | ==Effect Accumulation %== |
+ | 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). |
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− | Notes: |
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+ | |||
− | *The percentages are per second and if all energy rounds hit (excluding reload) |
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+ | Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible). |
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− | *The percentages apply to both Mark I and Mark II |
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− | {| class=" |
+ | {| class="update_table" border="0" cellspacing="1" cellpadding="1" style="width:250px;" |
|- |
|- |
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! scope="col" |Level |
! scope="col" |Level |
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− | ! scope="col" | |
+ | ! scope="col" |Accumulation % |
|- |
|- |
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|1 |
|1 |
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− | | |
+ | |100% |
|- |
|- |
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|2 |
|2 |
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− | | |
+ | |101% |
|- |
|- |
||
|3 |
|3 |
||
− | | |
+ | |101% |
|- |
|- |
||
|4 |
|4 |
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− | | |
+ | |102% |
|- |
|- |
||
|5 |
|5 |
||
− | | |
+ | |103% |
|- |
|- |
||
|6 |
|6 |
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− | | |
+ | |104% |
|- |
|- |
||
|7 |
|7 |
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− | | |
+ | |105% |
|- |
|- |
||
|8 |
|8 |
||
− | | |
+ | |107% |
|- |
|- |
||
|9 |
|9 |
||
− | | |
+ | |109% |
|- |
|- |
||
|10 |
|10 |
||
− | | |
+ | |111% |
|- |
|- |
||
|11 |
|11 |
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− | | |
+ | |113% |
|- |
|- |
||
|12 |
|12 |
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− | | |
+ | |114% |
|} |
|} |
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==Accuracy By Distance== |
==Accuracy By Distance== |
||
+ | Below is the average percentage (%) of projectiles (out of 23 energy rounds) that hit an enemy robot (if aimed directly at) at specific ranges. |
||
− | {| class=" |
+ | {| class="update_table" border="0" cellspacing="1" cellpadding="1" style="width:250px;" |
|- |
|- |
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! scope="col" |Range |
! scope="col" |Range |
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|87% |
|87% |
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|} |
|} |
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+ | |||
+ | 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. |
||
==Update History== |
==Update History== |
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− | {| class=" |
+ | {| class="update_table" border="0" cellspacing="1" cellpadding="1" style="width:500px;" |
|- |
|- |
||
! scope="col" |Version |
! scope="col" |Version |
||
! scope="col" |Changes |
! scope="col" |Changes |
||
|- |
|- |
||
− | |[[Updates#Update |
+ | |[[Updates#Update 6.0.1|6.0.1]] |
+ | |Now available for 7,500 gold (can still be produced via Workshop 2.0) |
||
− | |Alternative Sinister skin available via [[Operation: Raging Typhoon]] |
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|- |
|- |
||
− | |[[Updates#Update |
+ | |[[Updates#Update 6.0.0|6.0.0]] |
+ | |Now roots enemies after a certain number of projectile hits (rather than random activation) |
||
− | |Damage increased by 13% |
||
|- |
|- |
||
+ | |[[Updates#Update 5.4.0|5.4.0]] |
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⚫ | |||
+ | |New alternative model: [[Pulsar/Sinister Pulsar|Sinister Pulsar]] ([[Operation: Raging Typhoon]]) |
||
⚫ | |||
⚫ | |||
+ | |[[Updates#Update 5.0.0|5.0.0]] |
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⚫ | |||
|- |
|- |
||
|[[Updates#Update 4.8.0|4.8.0]] |
|[[Updates#Update 4.8.0|4.8.0]] |
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|Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes |
|Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes |
||
|- |
|- |
||
− | |[[Updates#Update 4.5|4.5]] |
+ | |[[Updates#Update 4.5.0|4.5.0]] |
− | |Economy Changes: |
||
− | |- |
||
− | | |
||
|Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours |
|Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours |
||
|- |
|- |
||
− | |[[Updates#Update 4.3|4.3]] |
+ | |[[Updates#Update 4.3.0|4.3.0]] |
|Damage increased by 12% |
|Damage increased by 12% |
||
|- |
|- |
||
− | |[[Updates#Update 4.1|4.1]] |
+ | |[[Updates#Update 4.1.0|4.1.0]] |
|Weapon was added to the game |
|Weapon was added to the game |
||
|} |
|} |
||
− | [[File:Sinisterpulsar.png|none|thumb|150px|Sinister Pulsar]] |
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==Poll== |
==Poll== |
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*It takes 30 Days and 34.2 Million Silver to acquire it (Producing packs of 170 taking 3 Days, using all 6 slots). |
*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. |
*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. |
*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. |
*Prior to Update 5.0, the firing animation is no longer synchronized with the number of projectiles being fired out of each barrel. |
||
⚫ | |||
+ | *The special variant - Sinister Pulsar - has a higher pitched firing sound than the regular Pulsar. |
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+ | ==Navigation== |
||
⚫ | |||
+ | {{Units}} |
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+ | [[Category:A to Z]] |
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+ | [[Category:Lock Down]] |
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+ | [[Category:Weapon]] |
Revision as of 20:20, 24 June 2020
THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
Pulsar | Sinister Pulsar |
“ | Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy
|
” |
- — in-game description
<< PREV | {{{ID}}} | Pulsar | NEXT >> |
Purchase Information | |
---|---|
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 | Energy | |
Damage | 600 per energy round | Manual | |
Range | 600 meters | Automatic | |
Reload | 5 seconds | Magazine | |
Capacity | 23 energy rounds | Root | |
Unload | 5.11 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.
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 root 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 devastating 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 (unavailable), 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, 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 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 explosion.
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 to survive, 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.
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-Bullets 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. Nucleon)
Mark I Statistics
Purchase Information
Level | Cost | Damage | Cycle Damage |
Burst DPS |
Cycle DPS |
---|---|---|---|---|---|
1 | 10,000 or 7,500 | 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 | 1750 | 40250 | 7877 | 3981 |
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 170,000,000 | 30 days |
- The damage column shows the damage of each individual energy round (out of 23 energy rounds)
Effect Accumulation %
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).
Level | Accumulation % |
---|---|
1 | 100% |
2 | 101% |
3 | 101% |
4 | 102% |
5 | 103% |
6 | 104% |
7 | 105% |
8 | 107% |
9 | 109% |
10 | 111% |
11 | 113% |
12 | 114% |
Accuracy By Distance
Below is the average percentage (%) of projectiles (out of 23 energy rounds) that hit an enemy robot (if aimed directly at) at specific ranges.
Range | Accuracy % |
---|---|
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.
Update History
Version | Changes |
---|---|
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 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 an electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.
- The special variant - Sinister Pulsar - has a higher pitched firing sound than the regular Pulsar.