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“ | 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
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” |
- — in-game description
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Purchase Information | |
---|---|
In-Game Cost | 10,000 |
IRL Cost? |
$60 |
Experience? |
19 |
Type | |
Hardpoint? |
Light |
Tier? |
IV |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | Energy | |
Damage | 290 per energy round | Manual | |
Range | 500 meters | Automatic | |
Reload | None | Unlimited Ammo | |
Capacity | ∞ energy rounds | Instability | |
Unload | 0.11 seconds |
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.
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. 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. So 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)]
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 | 290 | 2613 |
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 | 7477 |
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, 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 |
---|---|
6.2.0 | 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.