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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

IRL Cost?

?

Experience?

19
Type

Hardpoint?

Light

Tier?

1

Faction?

TBA
Quarker
Base Statistics Attributes
PilotRankPrivate icon Level 1 Energy
WeaponDamage Damage 290 per energy round Manual
WeaponRange Range 500m Icn info for user popup Automatic
WeaponReload 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 Components 290 2900

Upgrade Information

Level Cost AgIcon Time Damage DPS
2 100,000 2 hours 320 3200
3 200,000 5 hours 355 3550
4 400,000 14 hours 390 3900
5 2,000,000 1 day 425 4250
6 4,000,000 1 day 16 hours 470 4700
7 6,000,000 2 days 20 hours 515 5150
8 11,000,000 3 days 14 hours 565 5650
9 17,000,000 4 days 12 hours 625 6250
10 32,000,000 5 days 685 6850
11 43,000,000 5 days 8 hours 755 7550
12 55,000,000 5 days 16 hours 830 8300
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 830 8300

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

Upgrade Information

Level Cost AgIcon Time Damage DPS
2 2,000,000 1 day 845 8450
3 4,000,000 2 days 860 8600
4 8,000,000 3 days 870 8700
5 19,500,000 3 days 885 8850
6 19,500,000 3 days 900 9000
7 19,500,000 3 days 920 9200
8 19,500,000 3 days 935 9350
9 19,500,000 3 days 945 9450
10 19,500,000 5 days 960 9600
11 19,500,000 3 days 975 9750
12 19,500,000 3 days 995 9950
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


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