THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
Redeemer | Cryptic Redeemer |
“ | Heavy close-range energy weapon which strikes enemies with bursts of plasma. High damage and moderate rate of fire, quite dangerous for any target within range.
|
” |
- — in-game description
◀
<< PREV | 34 | Redeemer | NEXT >> |
Purchase Information | |
---|---|
In-Game Cost | 10,000 or 7,500 |
IRL Cost? |
$60 |
Experience? |
20 |
Type | |
Hardpoint? |
Heavy |
Tier? |
IV |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | ||
Damage | 1,988 per plasmoid | ||
Range | 350 meters | ||
Reload | 5.56 seconds | ||
Capacity | 32 plasmoids | ||
Unload | 8.92 seconds |
Workshop Production Information | |
---|---|
1 Day Cost | 3 Day Cost |
150,000 | 510,000 |
Components | Components |
60 | 170 |
Introduction[]
The Redeemer is a close-range (up to 350 meters) heavy energy weapon.
Strategy[]
The Redeemer is very similar to the Taran, but has more than twice the power in a single burst at the cost of less ammunition per clip and a slower rate of fire. The Redeemer has a 5-second reload time and a clip that depletes in around 9 seconds. Like the Taran, the Redeemer has a high DPS (Damage per Second), a range of 350 meters, and being a plasma (energy) weapon it bypasses built-in or mounted Anciles. Lastly, it features very fast and accurate projectiles.
Good options for this weapon include mounting them on an Erebus, Behemoth Fury, Lancelot, Inquisitor, Ao Jun or Raijin. The Behemoth and Fury can fire with 4 and 3 of them respectively which allows for destructive damage. However, their large size, slow speed and lack of shielding make them vulnerable as a brawler. The Erebus acts as a better Fury in the higher leagues.
Mounting the weapon on the Lancelot or Fenrir along with 2 Tarans are also viable setups due to the synergy between two types of weapons. The former using it's Rush ability to get in range, along with its built-in physical frontal shield giving it staying power and the latter having 50% damage reduction, which allows it to tank damage while dishing out huge damage.
Recent meta builds are Crisis and Lynx, since the former has unparalleled firepower of 4 heavy hardpoints with an ability that gives a damage boost and a Shieldbreaker effect, and the latter has stealth and mobility while its abiity is active, avoiding most of the cons of the Redeemer.
Finally, the Raijin, which receives a damage increase of 40% while in Bastion Mode, gives the robot the firepower equivalent of 2.8 Redeemers along with a physical shield at the cost of being stationary. Mounting 4 of them on a Butch is not recommended as the Quick Draw ability cooldown is much slower than the Redeemer's unload time, as well as the fact that its large size and average health make it unsuitable as a brawler. Although it does less damage than the Ember and cannot ignore physical shields, it does deal damage in a significantly less time per barrage. However, players must be aware of the Redeemer's short range (only 350 meters) and slow unload speed, which can make the robot it is equipped on vulnerable.
Pros and Cons[]
Pros
- Energy attribute allows it to penetrate energy shields
- High accuracy-damage doesn't decrease the further the target is from the robot
- Extreme damage per clip (slightly lower than Ember)
- Extremely good at sustained fighting
- Short reload
- Very effective against light robots
Cons
- Ineffective against physical shields
- 350-meter range is relatively short
- Must expose robot for a long time to maximize damage potential
- Must empty full clip before reloading
Upgrade Cost[]
|
|
Weapons data[]
MK 1 | Level | MK 2 | ||||||
---|---|---|---|---|---|---|---|---|
Damage per shot | Damage per burst | Burst DPS | Cycle DPS | Damage per shot | Damage per burst | Burst DPS | Cycle DPS | |
7,952 | 63,616 | 7,188 | 4,378 | 1 | 22,596 | 180,768 | 20,426 | 12,441 |
8,736 | 69,888 | 7,897 | 4,810 | 2 | 22,960 | 183,680 | 20,755 | 12,641 |
9,632 | 77,056 | 8,707 | 5,303 | 3 | 23,324 | 186,592 | 21,084 | 12,842 |
10,584 | 84,672 | 9,567 | 5,827 | 4 | 23,688 | 189,504 | 21,413 | 13,042 |
11,676 | 93,408 | 10,555 | 6,429 | 5 | 24,080 | 192,640 | 21,767 | 13,258 |
12,796 | 102,368 | 11,567 | 7,045 | 6 | 24,472 | 195,776 | 22,122 | 13,474 |
14,056 | 112,448 | 12,706 | 7,739 | 7 | 24,892 | 199,136 | 22,501 | 13,705 |
15,456 | 123,648 | 13,972 | 8,510 | 8 | 25,340 | 202,720 | 22,906 | 13,952 |
16,996 | 135,968 | 15,364 | 9,358 | 9 | 25,788 | 206,304 | 23,311 | 14,198 |
18,676 | 149,408 | 16,882 | 10,283 | 10 | 26,236 | 209,888 | 23,716 | 14,445 |
20,552 | 164,416 | 18,578 | 11,316 | 11 | 26,684 | 213,472 | 24,121 | 14,692 |
22,596 | 180,768 | 20,426 | 12,441 | 12 | 27,132 | 217,056 | 24,526 | 14,938 |
MK 3 Level 1 | 28,488 | 227,904 | 25,752 | 15,685 | ||||
Notes | 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE). | |||||||
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button. | ||||||||
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button. |
3D Model[]
Update History[]
Version | Changes |
---|---|
8.7.0 | Damage increased by 40% |
6.8.0 | Damage increased by 7% |
6.6.0 | New limited edition model: Cryptic Redeemer (Operation: Cryptic Fall (Part 2)) |
6.3.0 | Ammo: 21 → 32 Plasmoids per burst: 3 → 4 Damage per particle: ↓ 45% |
6.0.1 | Workshop Prices Changed (Ag/Components): 1 day; 200,000/60⟶150,000/60 3 day; 660,000/170⟶510,000/170 Now available for 7,500 gold (can still be produced via Workshop 2.0) |
5.3.0 | Clip size increased from 18 plasmoids → 21 plasmoids |
5.0.0 | Clip size increased from 12 plasmoids → 18 plasmoids Plasmoids per shot increased from 2 → 3 Delay between plasmoids decreased from 0.2 seconds → 0.15 seconds Delay between shots 1.5 seconds → 1.3 seconds Damage per plasmoid decreased by 29% |
4.8.0 | Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours |
4.7.0 | Damage increased by 5% Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes |
4.5.0 | Total Upgrade Cost: 135,700,000 Ag⟶170,700,000 Ag |
4.3.0 | Damage increased by 14% |
4.1.0 | Bug fix: Projectiles can no longer phase through enemy targets with a mass (wall, hill, etc.) behind them |
4.0.0 | Value (USD): $100⟶$75 Total Upgrade Cost: 76,308,000 Ag⟶135,700,000 Ag Total Upgrade Time: 17 days 3 hours 11 minutes⟶45 days 17 hours |
3.7.0 | Delay between shots reduced from 2 to 1.5 seconds Damage per shot reduced by 13% (level 12 from 9770 to 8500 per plasmoid) Ammo capacity increased from 10 to 12 plasmoids |
3.5.0 | Weapon was added to the game |
Trivia[]
- The shape of the Redeemer is similar to the Zeus.
- It was able to be won through the Halloween 2018 event, but only parts at a time.
- The definition of "redeem" is to compensate for the faults or bad aspects of something.
- It has the second slowest unload speed of all energy weapons, falling behind the Ember and Taran, with 9.4 seconds compared to their 10 seconds.
- Prior to the 5.0 update, Redeemer was the only weapon that fired two shots per burst. In 5.0, it was tweaked so it fired three shots per burst, but the individual projectiles' damage was reduced slightly.
- The Redeemer is one of the weapons in the game that got no nerfs throughout the years. It used to be an extremely underestimated weapon which was rarely used.
- Prior to version 5.3, the clip capacity of the Redeemer has been more than doubled, rising from a mere 10 shots to 21.
- There is a bug, that makes the Redeemer reload much slower (almost double its reload time) and has a glitched reload animation on the test server.
- Cryptic Redeemer has similar look to Gauss Flayer used by Necrons from Warhammer 40000 Universe.
[]
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
| ||||
|