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− | {{Protection}} |
+ | {{Protection}} |
+ | {{Currency|Type = "Ag"}} |
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− | |||
+ | {{Quote|Missile system which fires a volley of 3 homing missiles that overcome most obstacles. Effective even against fast and maneuverable enemies}} |
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− | {{Quote|Never miss the target. Need some time to capture the target, don't shoot when the target's not captured. Long reload time}} |
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+ | <br /> |
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+ | {{Weapon Page Top |
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+ | |Prev Unit = Aphid |
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+ | |Name = Spiral |
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+ | |Next Unit = Gekko |
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+ | |Cost = 20,000 |
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+ | |Costicon = {{Ag icon}} |
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+ | |Level = 1 |
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+ | |MarkI = Spiral |
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+ | ||Weapon Number = 4 |
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+ | |Img = [[File:Spiral.png|240px]] |
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+ | |Damage = 920 per missile |
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+ | |Range = 600m |
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+ | |Reload = 12 seconds |
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+ | |Capacity = 3 missiles |
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+ | |Unload = 1 sec |
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+ | |Icn1 = Explosive |
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+ | |Icn2 = Lock-on |
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+ | |Icn3 = Volley |
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+ | |Icn4 = Magazine |
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+ | |Icn5 = Homing |
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+ | |Icn6 = |
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+ | }} |
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+ | <!-- |
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+ | <div style="text-align:Right;">{{WeaponIcons|Explosive|Lock-on|Volley|Magazine|Homing}}</div> |
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{{infobox weapon |
{{infobox weapon |
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|weapon = Spiral |
|weapon = Spiral |
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Line 10: | Line 35: | ||
|hardpoint = [[Light]] |
|hardpoint = [[Light]] |
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|cost = 20,000 [[Money|Silver]] |
|cost = 20,000 [[Money|Silver]] |
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⚫ | |||
|level = 1 |
|level = 1 |
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− | |damage = 920 |
+ | |damage = 920 per missile |
− | |rounds = 3 |
+ | |rounds = 3 missiles |
|rps = 3 |
|rps = 3 |
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|reload = 12 seconds |
|reload = 12 seconds |
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Line 18: | Line 44: | ||
|levelreq = 1 |
|levelreq = 1 |
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|cycletime = 13 seconds |
|cycletime = 13 seconds |
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+ | |reloadwf = No |
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+ | |unload = 1 second |
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}} |
}} |
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+ | --> |
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− | |||
==Introduction== |
==Introduction== |
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− | The '''Spiral''' is a [[ |
+ | The '''Spiral''' is a mid-range (up to 600 meters) [[light]] [[Homing Missile|homing missile]] weapon. |
==Strategy== |
==Strategy== |
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+ | This weapon is the light equivalent of the [[Hydra]], both sharing the same range (600 meters), damage type, and reload times, but having different firing mechanics. The Spiral fires its whole salvo in one shot (fires three missiles), unlike the Hydra, which fires six missiles in succession (one missile per shot). |
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⚫ | |||
⚫ | |||
− | The Spiral is probably one of the most cost effective mid- ranged [[weapons]] for lowest leagues due to its: |
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− | + | The Spiral inflicts decent damage, and when upgraded high enough and used with other Spirals or paired with Hydras, can make it an offensive threat. |
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+ | As long as you or enemy don't fall under these conditions, it is a sure hit: |
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− | * Accuracy: As long as you or enemy don't fit under these conditions, it is a sure hit: <1>. You or your enemy is not under something. <2>. An object isn't directly in front of you or your enemy. <3>. Your enemy is not the [[Stalker]], who keeps on running while activating it's [[Abilities|special ability]] while being tracked down by missiles. In this case the missiles fired will hit the ground where the [[Stalker]] has activated its ability. |
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+ | *You or your enemy is not under something. |
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− | * Range: At 600 meters, it's a decent mid range weapon. |
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+ | *An object isn't directly in front of you or your enemy. |
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+ | *Your enemy is not using stealth. |
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+ | Note: If fired before the enemy enters stealth, the missiles fired will hit the ground where the robot activated its ability. |
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− | * ROF: It takes a medium time to reload (12 sec), but fire all three missiles in a second. |
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Once a target is locked on, a [[robot]] can turn slightly and fire from behind cover, or fire in a certain direction. Because of the fact the missiles track their opponents, experienced players use this to their advantage and hit other players from behind cover before the target notices. This is essential in places with many tall obstacles such as [[Dead City]]. |
Once a target is locked on, a [[robot]] can turn slightly and fire from behind cover, or fire in a certain direction. Because of the fact the missiles track their opponents, experienced players use this to their advantage and hit other players from behind cover before the target notices. This is essential in places with many tall obstacles such as [[Dead City]]. |
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− | After locking on to a target, two green brackets appear to the left and right of the screen, and 4 triangles will slowly close around the target, indicating that the target has been locked on. By aiming to the left or right, you can fire the Spirals to curve around obstacles to the left and right respectively. This allows the missiles to hit opponents around a corner or even hit [[Rhino]]'s in |
+ | After locking on to a target, two green brackets appear to the left and right of the screen, and 4 triangles will slowly close around the target, indicating that the target has been locked on. By aiming to the left or right, you can fire the Spirals to curve around obstacles to the left and right respectively. This allows the missiles to hit opponents around a corner or even hit [[Rhino]]'s in Assault Mode. This technique can also work with a [[Hydra]] and, to a lesser extent, an [[Aphid]]. |
− | However, Spiral does have some disadvantages. The main one (like mentioned above) is that they don't deal splash damage. This means if can be blocked by any form of shielding |
+ | However, the Spiral does have some disadvantages. The main one (like mentioned above) is that they don't deal splash damage. This means if can be blocked by any form of shielding, and unlike [[kinetic]] weapons does not inflict double damage to physical shields. Physical shields can block them, but their unpredictable flight path makes this difficult. [[Ancile]] shielding is significantly more effective since the Ancile regeneration vastly surpasses Spiral's damage output, in addition to 360 degree protection. The second disadvantage is that in urban areas (like Dead City), the missiles need room to launch. If there is an obstacle in front of your robot, the Spiral's missiles may hit the obstacle. On the other hand, urban environments can be used to your advantage, as the Spiral can curve around obstacles, allowing you to hit targets without exposing yourself. |
− | There is a chance where the Spiral missiles actually directly hit one of your hardpoints. This means that all of the damage is transmitted to the hardpoint and not the bot itself. It is unknown if its a glitch or not, nor what this actually means. |
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+ | ==Mark I Statistics== |
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⚫ | |||
+ | {{Weapon Upgrades |
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⚫ | |||
⚫ | |||
⚫ | |||
+ | |mark-2 = false |
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⚫ | |||
+ | |base-level = 1 |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
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− | |||
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− | * A Spiral will not penetrate Ecu's and Ecu-like shields. It will also be blocked by Anciles. |
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⚫ | |||
⚫ | * |
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⚫ | |||
⚫ | |||
− | * It got its first buff after version 2.9.1 with a +15% damage buff. |
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− | |||
− | {{weapon-upgrades |
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|rounds = 3 |
|rounds = 3 |
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|reload-time = 12 |
|reload-time = 12 |
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⚫ | |||
⚫ | |||
− | |level-01-cost = 20,000 |
+ | |level-01-cost = 20,000 [[Ag]] |
− | |level-01-time = |
+ | |level-01-time = |
|level-01-damage = 920 |
|level-01-damage = 920 |
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Line 96: | Line 106: | ||
|level-07-cost = 800,000 |
|level-07-cost = 800,000 |
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− | |level-07-time = |
+ | |level-07-time = 12 hours |
|level-07-damage = 1610 |
|level-07-damage = 1610 |
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|level-08-cost = 1,500,000 |
|level-08-cost = 1,500,000 |
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− | |level-08-time = |
+ | |level-08-time = 16 hours |
|level-08-damage = 1770 |
|level-08-damage = 1770 |
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|level-09-cost = 3,000,000 |
|level-09-cost = 3,000,000 |
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− | |level-09-time = |
+ | |level-09-time = 20 hours |
|level-09-damage = 1940 |
|level-09-damage = 1940 |
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|level-10-cost = 5,000,000 |
|level-10-cost = 5,000,000 |
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− | |level-10-time = 1 day |
+ | |level-10-time = 1 day |
|level-10-damage = 2130 |
|level-10-damage = 2130 |
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|level-11-cost = 8,000,000 |
|level-11-cost = 8,000,000 |
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− | |level-11-time = 1 day |
+ | |level-11-time = 1 day 2 hours |
|level-11-damage = 2340 |
|level-11-damage = 2340 |
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|level-12-cost = 13,000,000 |
|level-12-cost = 13,000,000 |
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− | |level-12-time = |
+ | |level-12-time = 1 day 4 hours |
|level-12-damage = 2570 |
|level-12-damage = 2570 |
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+ | |||
+ | |total-upgrade-cost = 31,970,000 |
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+ | |total-upgrade-time = 5 days 19 hours 35 minutes |
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}} |
}} |
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+ | |||
− | [[Category:Weapon]] |
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+ | *The damage column shows the damage for each individual missile (out of 3 missiles) |
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− | [[Category:Light Hardpoint]] |
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+ | |||
− | [[Category:Homing Missile]] |
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+ | ==Mark II Statistics== |
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− | [[Category:Buy Silver]] |
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+ | {{Weapon Upgrades |
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+ | |weapon-mode = burst |
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+ | |mark-2 = true |
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+ | |base-level = 1 |
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+ | |rounds = 3 |
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+ | |reload-time = 12 |
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+ | |||
+ | |level-01-cost = 500 [[Au]] |
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+ | |level-01-time = |
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+ | |level-01-damage = 1104 |
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+ | |||
+ | |level-02-cost = 10,000 |
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+ | |level-02-time = 5 minutes |
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+ | |level-02-damage = 1212 |
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+ | |||
+ | |level-03-cost = 20,000 |
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+ | |level-03-time = 30 minutes |
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+ | |level-03-damage = 1332 |
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+ | |||
+ | |level-04-cost = 40,000 |
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+ | |level-04-time = 1 hour |
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+ | |level-04-damage = 1464 |
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+ | |||
+ | |level-05-cost = 200,000 |
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+ | |level-05-time = 4 hours |
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+ | |level-05-damage = 1608 |
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+ | |||
+ | |level-06-cost = 400,000 |
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+ | |level-06-time = 8 hours |
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+ | |level-06-damage = 1764 |
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+ | |||
+ | |level-07-cost = 800,000 |
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+ | |level-07-time = 12 hours |
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+ | |level-07-damage = 1932 |
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+ | |||
+ | |level-08-cost = 1,500,000 |
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+ | |level-08-time = 16 hours |
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+ | |level-08-damage = 2124 |
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+ | |||
+ | |level-09-cost = 3,000,000 |
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+ | |level-09-time = 20 hours |
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+ | |level-09-damage = 2328 |
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+ | |||
+ | |level-10-cost = 5,000,000 |
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+ | |level-10-time = 1 day |
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+ | |level-10-damage = 2556 |
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+ | |||
+ | |level-11-cost = 8,000,000 |
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+ | |level-11-time = 1 day 2 hours |
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+ | |level-11-damage = 2808 |
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+ | |||
+ | |level-12-cost = 13,000,000 |
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+ | |level-12-time = 1 day 4 hours |
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+ | |level-12-damage = 3084 |
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+ | |||
+ | |total-upgrade-cost = 31,970,000 |
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+ | |total-upgrade-time = 5 days 19 hours 35 minutes |
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+ | }} |
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+ | |||
+ | *The damage column shows the damage for each individual missile (out of 3 missiles) |
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+ | |||
⚫ | |||
+ | {| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:500px;" |
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+ | |- |
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+ | ! scope="col" |Version |
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+ | ! scope="col" |Changes |
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+ | |- |
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+ | |[[Updates#Update 4.8.0|4.8.0]] |
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+ | |Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes |
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+ | |- |
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+ | |[[Updates#Update 4.7.0|4.7.0]] |
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+ | |Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes |
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+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
+ | |- |
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+ | |[[Updates#Update 0.1.0|0.1.0]] |
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+ | |Weapon was added to the game |
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+ | |} |
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+ | |||
+ | |||
+ | ==Poll== |
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+ | {{Poll}} |
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+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | *The Spiral is rarely seen, as it does not penetrate any type of shielding, and does minimal damage. Experienced pilots can curve it around obstacles, but the low damage makes this weapon more of a nuisance to most players. Aphids, while they cost more, do much more damage and have a shorter reload time, at the cost of range. |
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⚫ | |||
⚫ |
Revision as of 07:17, 30 November 2019
THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
“ | Missile system which fires a volley of 3 homing missiles that overcome most obstacles. Effective even against fast and maneuverable enemies
|
” |
- — in-game description
<< PREV | {{{ID}}} | Spiral | NEXT >> |
Purchase Information | |
---|---|
In-Game Cost | 20,000 |
IRL Cost? |
None |
Experience? |
1 |
Type | |
Hardpoint? |
Light |
Tier? |
1 |
Faction? |
TBA |
Base Statistics | Attributes | ||
---|---|---|---|
Level | 1 | Explosive | |
Damage | 920 per missile | Lock-on | |
Range | 600m | Volley | |
Reload | 12 seconds | Magazine | |
Capacity | 3 missiles | Homing | |
Unload | 1 sec |
Introduction
The Spiral is a mid-range (up to 600 meters) light homing missile weapon.
Strategy
This weapon is the light equivalent of the Hydra, both sharing the same range (600 meters), damage type, and reload times, but having different firing mechanics. The Spiral fires its whole salvo in one shot (fires three missiles), unlike the Hydra, which fires six missiles in succession (one missile per shot).
It should be noted that the Spiral (like the Hydra and the Aphid, too) does not deal splash damage.
The Spiral inflicts decent damage, and when upgraded high enough and used with other Spirals or paired with Hydras, can make it an offensive threat.
As long as you or enemy don't fall under these conditions, it is a sure hit:
- You or your enemy is not under something.
- An object isn't directly in front of you or your enemy.
- Your enemy is not using stealth.
Note: If fired before the enemy enters stealth, the missiles fired will hit the ground where the robot activated its ability.
Once a target is locked on, a robot can turn slightly and fire from behind cover, or fire in a certain direction. Because of the fact the missiles track their opponents, experienced players use this to their advantage and hit other players from behind cover before the target notices. This is essential in places with many tall obstacles such as Dead City.
After locking on to a target, two green brackets appear to the left and right of the screen, and 4 triangles will slowly close around the target, indicating that the target has been locked on. By aiming to the left or right, you can fire the Spirals to curve around obstacles to the left and right respectively. This allows the missiles to hit opponents around a corner or even hit Rhino's in Assault Mode. This technique can also work with a Hydra and, to a lesser extent, an Aphid.
However, the Spiral does have some disadvantages. The main one (like mentioned above) is that they don't deal splash damage. This means if can be blocked by any form of shielding, and unlike kinetic weapons does not inflict double damage to physical shields. Physical shields can block them, but their unpredictable flight path makes this difficult. Ancile shielding is significantly more effective since the Ancile regeneration vastly surpasses Spiral's damage output, in addition to 360 degree protection. The second disadvantage is that in urban areas (like Dead City), the missiles need room to launch. If there is an obstacle in front of your robot, the Spiral's missiles may hit the obstacle. On the other hand, urban environments can be used to your advantage, as the Spiral can curve around obstacles, allowing you to hit targets without exposing yourself.
Mark I Statistics
Purchase Information
Level | Cost | Damage | Cycle Damage |
Cycle DPS |
---|---|---|---|---|
1 | 20,000 Ag | 920 | 2760 | 230 |
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 31,970,000 | 5 days 19 hours 35 minutes |
- The damage column shows the damage for each individual missile (out of 3 missiles)
Mark II Statistics
Purchase Information
Level | Cost | Damage | Cycle Damage |
Cycle DPS |
---|---|---|---|---|
1 | 500 Au | 1104 | 3312 | 276 |
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
Upgrade Information
Cost | Time | |
---|---|---|
Totals | 31,970,000 | 5 days 19 hours 35 minutes |
- The damage column shows the damage for each individual missile (out of 3 missiles)
Update History
Version | Changes |
---|---|
4.8.0 | Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes |
4.7.0 | Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes |
3.2.0 | Damage increased by 5% |
3.1 | Damage increased by 5% |
2.9.3 | Damage increased by 15% |
0.6.2 | Flight path is corrected |
0.3.0 | Trajectory corrections |
0.1.0 | Weapon was added to the game |
Poll
Trivia
- AT Spiral's prefix was removed in version 2.5 along with other weapons to avoid confusion and for convenience.
- The Stalker's special ability allows it to dodge the missiles fired, as long as it keeps on running. In this case, the missiles will hit exactly the same spot where the Stalker activates its ability.
- The Spiral is rarely seen, as it does not penetrate any type of shielding, and does minimal damage. Experienced pilots can curve it around obstacles, but the low damage makes this weapon more of a nuisance to most players. Aphids, while they cost more, do much more damage and have a shorter reload time, at the cost of range.
- When used in the higher leagues, the Spiral is commonly paired with Hydras on a Griffin, as this is one of the most damaging all homing missile setups.
- Like the Trident, while reloading, it's possible to see the three missiles being set into position on a revolver. When fired, the revolver spins, with each missile being rapidly seen shot out of the weapon.