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…Missile system which fires a volley of 6 homing missiles. The missiles overcome small obstacles and are dangerous for slow robots, but less effective against mobile targets… – 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 15
TYPE
Hardpoint Medium
Vortex
BASE STATISTICS ATTRIBUTES
Level 1 Explosive32 Explosive
WeaponDamage Damage 1,933 per missile Lockon32 Lock-On
WeaponRange Range 350m Volley32 Volley
WeaponReload Reload 10 seconds Magazine32 Magazine
Capacity 6 missiles Homing32 Homing
Unload Instant
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
140,000 460,000
Components ComponentIcon Components ComponentIcon
80 230

Introduction

The Vortex is a close-range (up to 350 meters) medium homing missile weapon.

Strategy

This missile launcher is a homing weapon, meaning it requires a target lock. This makes it able to fire while you are slightly facing away. The required target lock also takes some time, which can be fatal for the robot wielding it when facing an enemy up close.

The Vortex is very similar to its light counterpart, the Aphid. They share the same flying trajectory, range, reload time, and have high burst damage. They cannot bypass energy shielding.

This weapon should be used similarly to the Aphid, using cover to protect the robot, and should not be used in exceedingly close range. The Vortex is well paired with other weapons of its range of 350 meters, particularly its light counterpart the Aphid.

A possible build could be a Griffin with two Vortexes and two Magnums, instead of the commonly seen version, with two Tarans and two Aphids ("Stuka"). Another setup, which could be regarded as an upgraded version of the "Mini-Nuke Patton" would be a Griffin with two Vortexes and two Aphids . When an opponent has an Ancile on low health, one should fire their Vortex and/or Aphid weapons individually, as to deplete the Ancile before the other missiles hit. This is because if all missiles hit at the same time, the shield will be fully depleted but will have absorbed the extra damage due to the timing.


Mark I Statistics

For equipment purchased before Update 4.0, upgrade times can be found here.

Purchase Information

Level Cost Damage Cycle
Damage
Cycle
DPS
1 10,000 ComponentIcon/
5,000 AuIcon
1933 11598 1160

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Cycle
DPS
2 100,000 1 hour 30 minutes 2133 12798 1280
3 200,000 2 hours 30 minutes 2333 13998 1400
4 400,000 6 hours 2567 15402 1540
5 2,000,000 12 hours 2817 16902 1690
6 3,000,000 20 hours 3100 18600 1860
7 4,000,000 1 day 12 hours 3400 20400 2040
8 8,000,000 2 days 12 hours 3733 22398 2240
9 13,000,000 3 days 4100 24600 2460
10 25,000,000 3 days 8 hours 4500 27000 2700
11 35,000,000 3 days 18 hours 4950 29700 2970
12 45,000,000 4 days 5450 32700 3270
Cost Time
Totals 135,700,000 19 days 20 hours


  • The damage column shows the damage each individual missile (out of 6 missiles)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Cycle
DPS
1 500 AuIcon 5450 32700 3270

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

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Cycle
DPS
2 1,000,000 12 hours 5550 33300 3330
3 2,000,000 1 day 5650 33900 3390
4 4,000,000 1 day 12 hours 5750 34500 3450
5 16,000,000 2 days 5850 35100 3510
6 16,000,000 2 days 5950 35700 3570
7 16,000,000 2 days 6050 36300 3630
8 16,000,000 2 days 6150 36900 3690
9 16,000,000 2 days 6250 37500 3750
10 16,000,000 2 days 6350 38100 3810
11 16,000,000 2 days 6450 38700 3870
12 16,000,000 2 days 6550 39300 3930
Cost Time
Totals 135,000,000 19 days


  • The damage column shows the damage each individual missile (out of 6 missiles)

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)
4.3 Damage increased by 15%
4.0 Economy Changes (July 5):
Total Upgrade Cost: 57,626,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 21 days 1 hour 15 minutes⟶45 days 17 hours
3.6.0 Weapon was added to the game


Poll

What balance change does the Vortex need after the 4.3 balance update?
 
102
 
26
 
44
 
6
 
8
 

The poll was created at 10:44 on November 3, 2018, and so far 186 people voted.

Trivia

  • The Vortex is, in essence, a medium Aphid.
  • Vortexes, like Aphids, occasionally will hit the target and no damage will register. Therefore, it is recommended if multiple Vortexes are equipped to fire them one after the other, not all at once, to minimize this bug.
  • The name “Vortex” is a swirling rift of the elements. This corresponds with the nature of the missiles- they indeed fire in a cloud together, swirling in a circular motion as they fly.
  • Unlike the Aphid (which shoots white missiles), the Vortex shoots yellow missiles.
  • While many weapons which are basically heavier variants of lighter weapons have roughly equal damage per projectile and more projectiles, Aphid, Vortex and Thermite have a decreasing number of higher-damage projectiles.

Navigation

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        ( C ) .....TITANS ( EDIT )        
 Ao Ming    Arthur    Kid
        ( C ) .....EQUIPMENT ( EDIT )        
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        ( C ) .....ACTIVE MODULES ( EDIT )        
 Advanced Repair Unit    Death Mark    Lock-Down Ammo    Phase Shift    Quantum Radar    Repair Unit    Shieldbreaker
        ( C ) .....PASSIVE MODULES ( EDIT )        
 Anticontrol    Armor Kit    Battle Born    Fortifier    Heavy Armor Kit    Last Stand    Nuclear Reactor    Thermonuclear Reactor
        ( C ) .....RETIRED UNRELEASED ( EDIT )        
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