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Purchase Information | |
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In-Game Cost | N/A |
IRL Cost? |
None |
Experience? |
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Type | |
Hardpoint? |
Heavy |
Tier? |
4 |
Faction? |
TBA |
Base Statistics | Attributes | ||
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Level | 1 | ||
Damage | 1,176 per energy round | ||
Range | 600 meters | ||
Reload | 5 seconds | ||
Capacity | 30 energy rounds | ||
Unload | 2.9 seconds |
Introduction
“ | A rapid-firing energy machine gun. Each hit inflicts a RUST effect, decreasing robot Durability recovery by 10% with 1 stack and increasing to 90% with the maximum of 30 stacks.
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- — in-game description
Strategy
The Subduer is an energy weapon that has a machinegun-style mode of fire, and is well suited for both hit-and-run and range-oriented playstyles. It relies on its range and high burst DPS? to deal lethal damage to its target, as well as possessing the capability to bypass energy shields. Additionally, each projectile inflicts Rust to its target, preventing it from repair itself using internal or external sources once enough stacks of Rust have been accumulated on it.
The main strength of this weapon is its high burst DPS? ; running multiples can capitalize on this and allows the Rust effect to accumulate at an increased rate. It also has both short reload and unload times, as well as a small ammunition capacity, which allows the weapon to fire frequently and maintain a relatively high DPM? compared to other weapons in its class. Moreover, the Rust effect can help mitigate some of the healing that would detract from the weapon's total damage, when damaging a target utilizing Repair Unit, RA? , or some other internal source of repairs. Consequentially, the Subduer would be one of the few weapons that may not struggle when dealing with targets that have Defense Points, healing and some other form of protection, compared to other weapons.
Like any weapon, the Subduer does have its own weaknesses; its inability to bypass physical shields and difficult usage in close-quarters combat. And as such, this weapon will struggle against targets that have physical shields (though this can be largely mitigated by its high DPS), in addition to its aiming difficulty at point-blank ranges. While the characteristics of the weapon would allow it to perform in an optimal role under less ideal circumstances, its aiming capability greatly diminishes and the chances of the user's shots missing increases significantly at ranges less than 100 meters.
Since the Subduer is primarily a burst DPS weapon, it is best mounted on robots that can support at least two or more heavy hardpoints, such as the Curie, Seraph, or Crisis. These robots can make use of multiples to produce very high DPS, and utilize its fast unload time. Other contenders include Angler, Erebus, or Hades, as they can make use of Subduer in combination with its counterparts (Tamer and Damper) or similar weapons of its class (Trickster and Deceiver). Additionally, they possess either adequate durability or some form of defense to allow for consistent exposure with minimal downtime in between engagements.
Pros and Cons
Pros
- Short Unload/Reload Times
- Medium range (600 meters)
- High Burst DPS
- Bypasses Energy Shields
Cons
- Small Ammunition Capacity
- Cannot Bypass Physical Shields
Upgrade Cost
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Weapons Data
MK 1 | Level | MK 2 | ||||||
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Damage per shot | Damage per burst | Burst DPS | Cycle DPS | Damage per shot | Damage per burst | Burst DPS | Cycle DPS | |
1,176 | 35,280 | 6,083 | 3,267 | 1 | 3,355 | 100,650 | 17,353 | 9,319 |
1,294 | 38,820 | 6,693 | 3,594 | 2 | 3,406 | 102,180 | 17,617 | 9,461 |
1,423 | 42,690 | 7,360 | 3,953 | 3 | 3,457 | 103,710 | 17,881 | 9,603 |
1,565 | 46,950 | 8,095 | 4,347 | 4 | 3,509 | 105,270 | 18,150 | 9,747 |
1,722 | 51,660 | 8,907 | 4,783 | 5 | 3,561 | 106,830 | 18,419 | 9,892 |
1,894 | 56,820 | 9,797 | 5,261 | 6 | 3,615 | 108,450 | 18,698 | 10,042 |
2,083 | 62,490 | 10,774 | 5,786 | 7 | 3,669 | 110,070 | 18,978 | 10,192 |
2,292 | 68,760 | 11,855 | 6,367 | 8 | 3,724 | 111,720 | 19,262 | 10,344 |
2,521 | 75,630 | 13,040 | 7,003 | 9 | 3,780 | 113,400 | 19,552 | 10,500 |
2,773 | 83,190 | 14,343 | 7,703 | 10 | 3,836 | 115,080 | 19,841 | 10,656 |
3,050 | 91,500 | 15,776 | 8,472 | 11 | 3,894 | 116,820 | 20,141 | 10,817 |
3,355 | 100,650 | 17,353 | 9,319 | 12 | 3,952 | 118,560 | 20,441 | 10,978 |
MK 3 Level 1 | 4,150 | 124,500 | 21,466 | 11,528 | ||||
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. |
Update history
Version | Changes |
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9.6.0 | Weapon added to the game |
Trivia
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