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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?

$60

Experience?

19
Type

Hardpoint?

Light

Tier?

IV

Faction?

TBA
Quarker
Base Statistics Attributes
PilotRankPrivate icon Level 1 Energy
WeaponDamage Damage 290 per energy round Manual
WeaponRange Range 500 meters Icn info for user popup Automatic
WeaponReload Reload None Unlimited Ammo
Capacity ∞ energy rounds Instability
Unload 0.11 seconds Icn info for user popup


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 Components 290 2613

Upgrade Information

Level Cost AgIcon Time Damage DPS
2 100,000 2 hours 320 2883
3 200,000 5 hours 355 3198
4 400,000 14 hours 390 3514
5 2,000,000 1 day 425 3829
6 4,000,000 1 day 16 hours 470 4234
7 6,000,000 2 days 20 hours 515 4640
8 11,000,000 3 days 14 hours 565 5090
9 17,000,000 4 days 12 hours 625 5631
10 32,000,000 5 days 685 6171
11 43,000,000 5 days 8 hours 755 6802
12 55,000,000 5 days 16 hours 830 7477
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 7477

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 7613
3 4,000,000 2 days 860 7748
4 8,000,000 3 days 870 7838
5 19,500,000 3 days 885 7973
6 19,500,000 3 days 900 8108
7 19,500,000 3 days 920 8288
8 19,500,000 3 days 935 8423
9 19,500,000 3 days 945 8514
10 19,500,000 5 days 960 8649
11 19,500,000 3 days 975 8784
12 19,500,000 3 days 995 8964
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.

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