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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 Unlimited Ammo Unlimited Ammo
Capacity ∞ energy rounds Instability Instability
Unload 0.11 seconds Icn info for user popup.png


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.

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

Mark I Statistics

Purchase Information

Level Cost Damage DPS
1 10,000 Components 360 3243

Upgrade Information

Level Cost AgIcon.png Time Damage DPS
2 100,000 2 hours 400 3604
3 200,000 5 hours 440 3964
4 400,000 14 hours 490 4414
5 2,000,000 1 day 530 4775
6 4,000,000 1 day 16 hours 590 5315
7 6,000,000 2 days 20 hours 640 5766
8 11,000,000 3 days 14 hours 700 6306
9 17,000,000 4 days 12 hours 790 7117
10 32,000,000 5 days 860 7748
11 43,000,000 5 days 8 hours 940 8468
12 55,000,000 5 days 16 hours 1040 9369
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual energy round

Mark II Statistics

Purchase Information

Level Cost Damage DPS
1 500 Gold 1040 9369

Note: Level 12 Mark I is required to enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon.png Time Damage DPS
2 2,000,000 1 day 1060 9550
3 4,000,000 2 days 1080 9730
4 8,000,000 3 days 1090 9820
5 19,500,000 3 days 1110 10000
6 19,500,000 3 days 1130 10180
7 19,500,000 3 days 1150 10360
8 19,500,000 3 days 1170 10541
9 19,500,000 3 days 1180 10631
10 19,500,000 5 days 1200 10811
11 19,500,000 3 days 1220 10991
12 19,500,000 3 days 1240 11171
Cost Time
Totals 170,000,000 30 days


  • The damage column shows the damage of each individual energy round

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
6.3.0 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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