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Quarker   Futuristic Quarker

Components


…Compact energy machine gun with unlimited ammo. High accuracy makes it effective at medium range, but the gun overheats and becomes less accurate after long bursts… – in-game description



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Purchase Information
In-Game Cost 10,000 Components
Real Value Icn info for user popup.png $60
Exp Level Icn info for user popup.png 19
Type
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png IV
Quarker.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 360 per energy round Manual Manual


WeaponRange.png Range 500 meters Icn info for user popup.png Automatic Automatic


WeaponReload.png Reload None Instability Instability


Capacity ∞ energy rounds


Unload 0.15 seconds Icn info for user popup.png


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
160,000 530,000
Components Components Components Components
60 170

Introduction

The Quarker is a close to mid-range (up to 500 meters, with an optimal range that is dependent on what overheating phase the weapon is in) light energy weapon. It has unlimited ammo, but its accuracy drops as it fires continuously because of its overheating mechanic. It has a medium and heavy conterpart (Atomizer and Nucleon respectively).

Strategy

This energy machine gun is the light version of the medium Atomizer and heavy Nucleon. Because it is mostly based on the two aforementioned weapons it should be used like one. Because it does not have a reload time it can fire indefinitely, quickly dealing damage to enemies.

The drawback to the Quarker is that after 5 seconds of being continuously fired, the projectile dispersion increases (essentially making the weapon less accurate from a distance). This is due to the weapon overheating mechanic, to the point of becoming wildly inaccurate when firing on full overheat, even when firing from closer than its maximum range of 500 meters. Firing must be discontinued for a certain amount of time (depending on how much overheat) to allow the weapon's heat to dissipate, thus allowing the Quarker to fire with more accuracy again. It is important to fire in moderate bursts when engaging targets to maximize its damage potential at a range near 500 meters.

At point-blank, it still remains effective even if it has overheated. It also does a poor job of destroying physical shields as it is an energy weapon, which can act as a counter to the Quarker. Like other machine guns, you need to stay out of cover to do high damage. This exposes the robot to enemy fire and can be fatal to robots with low health or a lack of shielding. It can be used in long term firefights due to its unlimited ammo, but also effective with quick skirmishes.

Pros and Cons

Pros

  • Infinite ammo-never need to reload
  • Energy shells allow penetration of energy shields
  • Considerable damage in extended combat
  • Great at sustained fighting
  • 500-meter range allows mid-range shootdowns (when not overheated)
  • Inaccuracy while overheated allows it to hit enemy robots in stealth (side effect)

Cons

  • Weapon overheats when continuously fired, making it lose accuracy
  • To maximize damage potential, robot needs to expose itself for a very long time
  • Very close optimal range when at full overheat
  • Ineffective against physical shields

Upgrade Cost

Tier 4 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 00:10
3 200,000 01:00
4 400,000 02:00
5 2,000,000 08:00
6 4,000,000 12:00
7 6,000,000 24:00
8 11,000,000 32:00
9 17,000,000 40:00
10 32,000,000 44:00
11 43,000,000 52:00
12 55,000,000 60:00
Totals Cost Time [DD:HH:MM]
170,700,000 29:11:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,000,000 05:00
3 4,000,000 10:00
4 8,000,000 20:00
5 19,500,000 30:00
6 19,500,000 30:00
7 19,500,000 30:00
8 19,500,000 30:00
9 19,500,000 30:00
10 19,500,000 30:00
11 19,500,000 30:00
12 19,500,000 30:00
Totals Cost Time [DD:HH:MM]
170,000,000 29:00:00
  • MK2 Upgrade cost 500 Gold

Weapons data

Quarker
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopYes.png Energy Energy


Manual Manual


Automatic Automatic


Instability Instability




Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
1 1 0.11 none 0.15 4 6.8 Light Energy Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
360 - 3600 360 1 1050 - 10500 1050
400 - 4000 400 2 1060 - 10600 1060
450 - 4500 450 3 1080 - 10800 1080
490 - 4900 490 4 1090 - 10900 1090
540 - 5400 540 5 1120 - 11200 1120
590 - 5900 590 6 1140 - 11400 1140
640 - 6400 640 7 1150 - 11500 1150
700 - 7000 700 8 1170 - 11700 1170
790 - 7900 790 9 1190 - 11900 1190
860 - 8600 860 10 1210 - 12100 1210
950 - 9500 950 11 1230 - 12300 1230
1050 - 10500 1050 12 1260 - 12600 1260


Accuracy By Distance/Overheat

Below is the average percentage (%) of projectiles that hit an enemy robot (if aimed directly at) at specific ranges, when not overheated (5 seconds or less of continuous firing) compared to being fully overheated (9 seconds or more of continuous firing).

Range Non-Overheat Accuracy % Max Overheat Accuracy %
50 meters or less 100% 100%
100 meters 100% 96%
150 meters 100% 44%
200 meters 100% 27%
250 meters 100% 18%
300 meters 100% 16%
350 meters 100% 7%
400 meters 100% 4%
450 meters 100% 2%
500 meters 100% 1%

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
6.8.0 Shot interval: 0.1s → 0.15s
6.7.0 Now available in Workshop 2.0
6.3.0 targeting issues fixed
6.2.0 Particle spread begins to increase after 5 seconds (was previously 2)
Damage per particle increased by 25%
6.0.0 Weapon was added to the game

Poll


Trivia

  • This weapon was added on April 22, 2020.
  • Quarker is usually grouped with Atomizer and Nucleon, and its name is a reference to how a quark is smaller than an atom.

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