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…Heavy energy machine gun, most effective at short range. High rate of fire and ammo capacity. Every round deals damage over time after hitting a target… – in-game description


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PURCHASE INFORMATION
In-Game Cost 10,000 ComponentIcon or
5,000 AuIcon
Real Value Icn info for user popup $40
Player Level Icn info for user popup 17
TYPE
Hardpoint Heavy
Viper
BASE STATISTICS ATTRIBUTES
Level 1 Energy32 Energy
Damage32 Damage 361 per charge Manual32 Manual
Dot32 Corrosion 39/sec (for 5 seconds) per charge Automatic32 Automatic
Range32 Range Optimal: 425m
Maximum: 500m
Magazine32 Magazine
Reload32 Reload 10 seconds Acceleration Mode32 Acceleration Mode
Capacity 150 charges Dot32 DOT
Unload 15.3 seconds
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
140,000 460,000
Components ComponentIcon Components ComponentIcon
80 230

Introduction

The Viper is a mid-range (up to 500 meters, with a 425-meter optimal range) heavy energy weapon.

Strategy

This corrosion-based energy auto-cannon, like the Sting and Wasp, has the ability to cause damage over time (DOT) for 5 seconds for each charge that hits an enemy target (39 damage/sec at level 1). The corrosion can effectively counter robots capable of entering stealth, due to dealing damage even while they are in there untargetable state or agile robots that can quickly hide behind cover. If the enemy robot is at very low health hiding will only delay the inevitable.

The Viper, unlike the other corrosion weapons, though very similar to Avenger, requires sustained fire to be effective. Compared to the Avenger, however, the Viper fires far more accurately from its maximum range due to the corrosive orbs firing in a mostly straight line. Also, like the kinetic machine guns, it has an accelerated firing mode when firing for 3 consecutive seconds (and exits the accelerated fire if firing is stopped for one second), however only increasing the firing rate by 11% as opposed to the kinetic counterparts increasing their fire rate by 50%. Small electrical volt orbs are fired from this weapon, which travel in a stream that wavers slightly. The wavering causes some of the balls to miss when firing near this weapon's maximum range (500 meters).

The Viper has many useful characteristics that make it a daunting weapon to fight against. Firstly it is an energy weapon, which means that it bypasses energy shields. Secondly, it has very high damage, which allows it to eliminate or deter enemy robots more effectively. Finally, it has minimal spread and decent accuracy at range, which means that enemy robots caught in the open within 500 meters can be crippled or even destroyed. And even if the enemy robot escapes behind cover, having only lost some of its health, the corrosion effect will ensure that it will continue to take damage even when you're not firing. Due to the fast projectile speed, an enemy robot can suffer many hits from this weapon in a short period of time causing substantial accumulated DOT.

All of these characteristics make the Viper an excellent weapon, as it combines high damage and accuracy with a useful corrosion effect and versatility. The latter means that the Viper can be used in a variety of roles, as a short/mid range support and suppressive weapon and for brawling.

Like all weapons though, the Viper has its weaknesses. The first is its long reload (10 seconds) and unload time (15.3, if a full clip is continuously fired till empty). In order to make the most of its high damage potential, one needs to fire for quite a while and usually, that means being exposed. Corner-shooting, support from teammates as well as quickly destroying an enemy robot can all counter this.

In order to deal with its long reload of 10 seconds, try to make sure that you stay at range (350 meters and above) in order to avoid Orkan and Taran fire while maintaining the ability to deal high damage due to the Viper's unerring accuracy. This way, when you eventually have to reload, you can get behind cover whilst enduring minimal damage (e.g. from snipers, artillery and mid-rangers). While this might still deal substantial damage (especially from Shocktrain fire), it is only a fraction of the damage one would’ve sustained when pummeled by Orkan, Scourge and Taran fire at close range.


Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Intial
DPS
Max
DPS
1 10,000 ComponentIcon/
5,000 AuIcon
361 54150 3249 3610

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Intial
DPS
Max
DPS
2 100,000 1 hour 30 minutes 397 59550 3573 3970
3 200,000 2 hours 30 minutes 437 65550 3933 4370
4 400,000 6 hours 480 72000 4320 4800
5 2,000,000 12 hours 528 79200 4752 5280
6 3,000,000 20 hours 580 87000 5220 5800
7 4,000,000 1 day 12 hours 637 95550 5733 6370
8 8,000,000 2 days 12 hours 700 105000 6300 7000
9 13,000,000 3 days 772 115800 6948 7720
10 25,000,000 3 days 8 hours 850 127500 7650 8500
11 35,000,000 3 days 18 hours 935 140250 8415 9350
12 45,000,000 4 days 1021 153150 9189 10210
Cost Time
Totals 135,700,000 19 days 20 hours


  • The damage column shows the damage of each individual charge (out of 150 charges)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Intial
DPS
Max
DPS
1 500 AuIcon 1021 153150 9189 10210

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Intial
DPS
Max
DPS
2 1,000,000 12 hours 1040 156000 9360 10400
3 2,000,000 1 day 1059 158850 9531 10590
4 4,000,000 1 day 12 hours 1078 161700 9702 10780
5 16,000,000 2 days 1097 164550 9873 10970
6 16,000,000 2 days 1116 167400 10044 11160
7 16,000,000 2 days 1135 170250 10215 11350
8 16,000,000 2 days 1154 173100 10386 11540
9 16,000,000 2 days 1173 175950 10557 11730
10 16,000,000 2 days 1192 178800 10728 11920
11 16,000,000 2 days 1211 181650 10899 12110
12 16,000,000 2 days 1230 184500 11070 12300
Cost Time
Totals 135,000,000 19 days


  • The damage column shows the damage of each individual charge (out of 150 charges)

Corrosion Damage (Per Second)

Level Mark I Mark II
1 39 47
2 43 51
3 47 56
4 52 62
5 57 68
6 62 75
7 69 82
8 75 91
9 83 99
10 91 109
11 100 120
12 110 132
  • This table shows the corrosion damage (per second for 5 seconds) of each individual charge.

Accuracy By Distance

Range Accuracy %
300 meters or less 100%
350 meters 99%
400 meters 94%
450 meters 85%
500 meters 64%


Update History

Version Changes
4.8.0 Total Upgrade Time: 24 days 22 hours 45 minutes⟶19 days 20 hours
4.7.0 Total Upgrade Time: 29 days 15 hours 30 minutes⟶24 days 22 hours 45 minutes
4.5 Economy Changes:
Total Upgrade Time: 45 days 17 hours⟶29 days 15 hours 30 minutes
Now available for 5,000 gold (can still be produced via Workshop 2.0)
4.4 Weapon was added to the game


Poll

What balance change do you think the Viper needs?
 
228
 
54
 
83
 
18
 
13
 

The poll was created at 10:12 on October 29, 2018, and so far 396 people voted.


Trivia

  • The special variant - Candy Viper - has a very different firing sound than its normal counterpart. When firing, the sound effect could be related to the sound of machine guns firing in real life. It also has a slightly different sound effect when reload.
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