THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
“ | 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
<< PREV | {{{ID}}} | Quarker | NEXT >> |
Purchase Information | |
---|---|
In-Game Cost | 10,000 |
IRL Cost? |
? |
Experience? |
19 |
Type | |
Hardpoint? |
Light |
Tier? |
1 |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | Energy | |
Damage | 290 per energy round | Manual | |
Range | 500m | Automatic | |
Reload | None | Unlimited Ammo | |
Capacity | ∞ energy rounds | Instability | |
Unload | ∞ |
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.
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
- 500m range allows mid-range shootdowns (when not overheated)
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
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.
However, it does have a drawback. Every 3 seconds the Quarker is continuously fired it enters an overheating phase (up to 3 phases) which increases the projectile dispersion with each subsequent phase (essentially making the weapon less accurate from a distance), to the point of becoming wildly inaccurate when firing from its maximum range of 500 meters. Firing must be discontinued for a certain amount of time (depending on the phase of overheating) to allow the weapon's heat to dissipate, thus allowing the Quarker to fire with more accuracy. So it is important to fire in short 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. Robots with more health are advised using this weapon, like phantom.
The damage per projectile is similar when compared to other medium machine guns like Molot, but the firing rate is faster than the auto-cannons, and the perk of unlimited ammo makes it outshine the kinetic machine guns. It can quickly destroy enemies due to its quick bursts, and the unlimited ammo allows you to take out many enemies quickly without worrying about reloading.
Mark I Statistics
Purchase Information
Level | Cost | Damage | DPS |
---|---|---|---|
1 | 10,000 | 290 | 2900 |
Upgrade Information
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 | 830 | 8300 |
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
Accuracy By Distance/Overheat
Below is the average percentage (%) of projectiles that hit an enemy robot (if aimed directly at) at specific ranges. Also factored in is the weapon's increased dispersion (decreased accuracy) once it reaches higher phases (3 phases) of overheating.
Range | Non-Overheat Accuracy % | Phase 1 Overheat Accuracy % | Phase 2 Overheat Accuracy % | Phase 3 Overheat Accuracy % |
---|---|---|---|---|
50 meters or less | 100% | 100% | 100% | 100% |
100 meters | 100% | 100% | 100% | 98% |
150 meters | 100% | 99% | 90% | 57% |
200 meters | 100% | 92% | 52% | 27% |
250 meters | 100% | 86% | 40% | 19% |
300 meters | 100% | 57% | 27% | 11% |
350 meters | 100% | 46% | 20% | 7% |
400 meters | 96% | 33% | 18% | 7% |
450 meters | 87% | 22% | 14% | 3% |
500 meters | 71% | 19% | 7% | 3% |
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 |
---|---|
6.0.0 | Weapon was added to the game |
Poll