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“ | Robot is protected by a built-in energy shield. Remains lethal to enemies even after taking significant damage
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” |
- — in-game description
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27 | Carnage
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Purchase Information | |||||
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In-Game Cost | Real Value | Exp Level | |||
2,500 | $25 | 9 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Rush |
DSC | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 62,000 | 30 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 2× Heavy | ||||
Default Weapons | 2× Thunder | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | N/A | |||
Passive | 1 | ||||
Other | Legendary Pilots | ||||
Tier | II | N/A | |||
Wiki Class | Medium | ||||
Potential Role | Attacker |
Introduction[]
The Carnage is a medium robot with 2 heavy hardpoints.
Abilities[]
This robot's Rush ability increases its top speed by 66%. This allows the Carnage to reach a theoretical top speed of 71 km/h (max level), making it one of the fastest robots in the game. The speed boost lasts for 10 seconds, followed by a 20-second cool-down period. Well-timed Rush activation allows the Carnage to quickly close in on an enemy target, or to quickly retreat from danger and take cover.
The Carnage's built-in energy shield acts like an Ancile, meaning it will block kinetic weapons, but not energy weapons. Evading damage for a short time allows the shield to recharge and the Carnage to preserve its health. The shield can also protect teammates as well, making the Carnage a great robot to accompany when rushing down opponents. Also, like the Ancile it regenerates 3% of its capacity per second, and needs to regenerate to 20% capacity for the shield to reactivate.
The Carnage has lower durability and hit points (HP) than other brawlers such as the Lancelot, Invader, Fenrir, Bulwark, and Falcon. The Carnage is best for capturing beacons and defending them, since it can deal significant damage at close range with the correct setups.
Strategy[]
The Carnage can equip two heavy weapons. When paired with its Rush speed-enhancing ability and its built-in energy shield, the Carnage is a very versatile bot that is suitable for close-quarters, medium-range and long-range combat, as well as acting as a strike team leader.
Despite its high potential firepower and modest speed the Carnage is fragile, having below average health even with the built-in energy shield. Because of this, a Carnage commander striving for close-range combat should employ hit-and-run tactics using its Rush ability, flanking the target first, then speeding in, employing surprise and quick-unload weapons to catch the victim off-guard and to cripple them, using the energy shield to defend against any attempted counterattacks and then escaping behind nearby cover, or even back to the starting point provided Rush is still active.
The Carnage is also capable of engaging in mid-range firefights. Its two heavy hardpoints provide enough firepower for the role, while its Rush ability allows tactical repositioning to fire at enemies and to get away if things get rough. Due to the moderate DPS that weapons have in this role, the Carnage's energy shield should be able to survive for a long time, and even if it does go down the Carnage can always use Rush to get behind cover and regenerate the shield.
The Carnage is a less suitable sniping candidate than other Tier 2 bots, but is capable of it anyways. The role is extremely similar to mid-range firefighting-exchange shots across the map, use the energy shield to absorb any counterattacks, then fall back behind cover using Rush if it goes down. This is a great strategy as sniping weapons generally will not have enough DPS to punch through Carnage's energy shield before it regenerates, so provided no flankers sneak up on the robot the Carnage can remain sniping for the entire game.
As a strike team leader, the Carnage is quite effective. Its energy shield provides coverage for the other robots inside the squad and its ability allows it to scout forward or catch up if the other members of the squad are faster than it. Remember that it is essential to use the energy shield to its maximum extent to get as close to the enemy as possible, and to disengage and allow the shield to regenerate if it is broken and the enemy is not close to running out of ammunition.
A universal tip for all Carnage commanders is to steer clear of anyone wielding energy weapons (or special weapons later in the game). Due to the Carnage's extremely low durability any energy weapons can bypass its energy shield and deal severe damage to the Carnage itself. If forced to engage with an enemy wielding energy weapons, employing the Carnage's hardpoint positioning to covershoot whenever possible is essential to minimise damage taken.
Similarly, all Carnage commanders are advised to avoid any weapons with considerable spread, as the robot's shield will catch most, if not all of their shots. This will deal immense damage to the Carnage's shield and bring it down within a few shots, leaving the vulnerable hull exposed to any enemy to shred. Also try to keep distance between yourself and enemies at all times, as they can run past the robot's energy shield and ignore it completely from the inside.
Counterplay: As mentioned above, any commander that has a problem with the Carnage can employ energy weapons. Due to the Carnage's low health without its shield this will deal crippling damage to the robot and leave it scarred for the rest of the battle. If that's not possible, weapons with large spread are useful for taking down the robot's energy barrier and exposing it to any teammates willing to take the kill. Similarly, using weapons with high burst damage can take down the robot's shield quickly, leaving it exposed to any remaining ammo and allies. Of course, simply using a high-speed robot and running into the Carnage's energy shield is as viable a counter as ever too.
Threat Measure: As a robot that is versatile but skill-requiring, the Carnage has a very wide threat spectrum. In the hands of a commander unable to correctly command the robot, the Carnage is a low threat even as a Tier 2 robot, as it can easily be countered by many methods. However, if commanded correctly, the robot's ability to close ground quickly and shred enemy robots without taking much damage makes it a high threat as a Tier 2 robot.
Possible Setups[]
Some effective builds for the Carnage are:
Note: Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.
Close Range (350m or less)[]
Mid-Range (500-600m)[]
Long Range (800-1,000m)[]
Overview[]
The cheapest (since they already come on the robot), and one of the most effective load-outs for the Carnage are two Thunders. Thunders are very effective at close range and augment the Carnage's characteristics.
For mid-range the Dragoon, Zeus, and Tempest are the recommended set ups. The Dragoon and Zeus penetrate Ancile shields while the Tempests have a very high cycle DPS (damage per second). Dual Tridents can be a powerful setup due to dealing over 42,000 splash damage (when both are at max level) which are effective against bots close to corners or when tareting a cluster of enemy robots.
The Carnage is a versatile robot which works well in many roles in the lower leagues.
Not Recommended[]
- The use of Double Nashorns or Kang Daes is not recommended mainly because the Nashorn has lower burst DPS than a Trebuchet (which is the main sniping weapon in mid-high leagues), a much slower projectile speed and cannot bypass energy shields (which are also common in mid-high leagues). The Kang Dae, while more powerful and more commonly used, is nevertheless inferior to the other mid to long range setups.
Upgrade Cost[]
Stats[]
ID | 27 | Ability | Faction | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tier | 2 | Rush |
DSC | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wiki Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Availability | Gold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Shield Stats[]
MK 1 | Level | MK 2 | ||||||||
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Durability | Regeneration | Threshold | Durability | Regeneration | Threshold | |||||
38,000 | 1,140 | 7,600 | 1 | 74,000 | 2,220 | 14,800 | ||||
40,000 | 1,200 | 8,000 | 2 | 75,400 | 2,260 | 15,080 | ||||
43,000 | 1,290 | 8,600 | 3 | 76,800 | 2,300 | 15,360 | ||||
46,000 | 1,380 | 9,200 | 4 | 78,200 | 2,350 | 15,640 | ||||
49,000 | 1,470 | 9,800 | 5 | 79,600 | 2,390 | 15,920 | ||||
52,000 | 1,560 | 10,400 | 6 | 81,000 | 2,430 | 16,200 | ||||
55,000 | 1,650 | 11,000 | 7 | 82,400 | 2,470 | 16,480 | ||||
58,000 | 1,740 | 11,600 | 8 | 83,800 | 2,510 | 16,760 | ||||
62,000 | 1,860 | 12,400 | 9 | 85,200 | 2,560 | 17,040 | ||||
66,000 | 1,980 | 13,200 | 10 | 86,600 | 2,600 | 17,320 | ||||
70,000 | 2,100 | 14,000 | 11 | 88,000 | 2,640 | 17,600 | ||||
74,000 | 2,220 | 14,800 | 12 | 89,400 | 2,680 | 17,880 | ||||
MK 3 Level 1 | 93,870 | 2,820 | 18,774 |
Gallery[]
Update History[]
Version | Changes |
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4.8.0 | Total Upgrade Time: 14 days 3 hours 10 minutes⟶11 days 11 hours 10 minutes |
4.7.0 | Total Upgrade Time: 17 days 3 hours 22 minutes⟶14 days 3 hours 10 minutes |
4.5.0 | Price changed from 3,500 gold to 4,000 gold (can no longer be produced via Workshop 2.0) |
4.3.0 | Durability increased by 6% Energy shield capacity increased by 9% |
4.2.0 | Price changed from 13,000 WP to 10,000 Components (valued at 3,500 gold) |
4.0.0 | Total Upgrade Cost: 31,543,000 Ag⟶63,940,000 Ag Total Upgrade Time: 19 days 23 hours 46 minutes 40 seconds⟶17 days 3 hours 22 minutes |
3.0.1 | Energy shield now has the same 10% activation threshold and 3% per second regeneration rate as usual Ancile |
2.9.0 | New skin: Predator |
2.6.2 | Bug fix: Energy shield no longer takes double damage Energy shield regeneration decreased to 3%. Also, now needs 20% instead of 10% in order to reactivate when eliminated |
2.5.0 | New skin: Cobra (Lunar New Year 2017) |
1.6.0 | Speed increased from 35 km/h to 40 km/h Ability cooldown decreased from 30 seconds to 20 seconds |
1.1.0 | Robot was added to the game |
Poll[]
Trivia[]
- When first released, the Carnage would light up green when Rush Mode was activated. This green light was later changed to the current orange color
- The Carnage can boost into one of the fastest robots in the game when rushing at level 12, surpassing the speed of even a level 12 Stalker with a speed difference of +/- 0.6 km/h. However, after the addition of the Hellburner, it is no longer the fastest bot with abilities considered
- It is of many people's opinion that this robot looks like the Predator from the Predator series of movies
- The definition of carnage is the killing of large amounts of people
- This robot was added on November 17, 2015.