THIS PAGE HAS BEEN LOCKED ONLY REGISTERED MEMBERS MAY ADD CONTENT TO THIS PAGE |
Introduction
This page is dedicated to categorizing weapons by 4 different mechanics; how a weapon aims, how a weapon fires, how a weapon reloads, and lastly any special ability a weapon possesses. Also, the weapons are sorted by hardpoint type (light, medium, or heavy), and weapon range (starting with the weapon with the least range).
Aim Type
Manual
Light
Medium
Heavy
Beta
Alpha
Lock-on
Light
Medium
Heavy
Beta
Alpha
Firing Pattern Type
Automatic
Light
Medium
Heavy
Beta
Alpha
Volley
Light
Medium
Heavy
Beta
Single Shot
Light
Medium
Heavy
Alpha
Reload Type
Magazine
Weapon will not reload until all weapon ammunition has been used.
Light
Medium
Heavy
Beta
Alpha
Reload While Firing
Weapon will begin reloading once any amount of ammunition is used.
Light
Medium
Heavy
Beta
Alpha
Charge
When not firing, weapon slowly increases damage dealt on next hit.
Light
Medium
Heavy
Unlimited Ammo
Weapon may fire indefinitely without detriment to reload speed.
Light
Medium
Heavy
Special Type
Area Damage
A single weapon shot can damage multiple enemies at once.
Light
Medium
Heavy
Beta
Alpha
Homing
Weapon shots will track target automatically. As projectile speed increases, Homing effectiveness decreases.
Light
Medium
Heavy
Artillery
Weapon does not fire direct shots, allowing for weapons to be effective even from behind total cover.
Light
Heavy
Acceleration Mode
After firing for 3 seconds, weapon firing speed increases. Noticeable by a glow on barrel.
Light
Medium
Heavy
Beta
Alpha
Close Combat
Weapon damage scales with proximity to enemy - weapon deals most damage at a range of 50m, and the least at a range of 600m.
Light
Medium
Heavy
Beta
Alpha
Instability
Continuously firing weapon causes for weapon to lose accuracy over time.
Light
Medium
Heavy
Chain
Hitting an enemy with a weapon shot will cause the shot to "chain" to the nearest enemy. Shots chain until there are no enemies left within chain range.
Any enemies hit by the "chain" will not be targeted by the same shot twice.
Medium
Alpha
Burnout
Decreasing gradually damage output with continuous firing
Light
Medium
Heavy
Piercing
Weapons shots are able to bypass all type of energy shields
Light
Medium
Heavy
Lock-down
Inflicting damage with lock-down weapons (see below) causes a charge to accumulate on the targeted robot. The charge is indicated by a lock-down symbol which gradually fills up with red, and it slowly depletes with time. When the charge symbol is fully red, that enemy becomes locked-down and cannot move or activate any movement abilities for 5 seconds. The lock-down symbol will float above the robot, and their legs will glow with a yellow energy field. Once an enemy has been locked down, they cannot be locked down again by any source for 5 seconds.
When using the Lock-Down Ammo module, enemies are locked-down immediately. There is no charge-up. The Cerberus energy cannon also causes Lock-down.
This effect is particularly effective against robots that can dash or fly. Hellburner's Overload, Mercury's Helldive, Spectre and Inquisitor's Descend and Invader's Incursion are not affected. You can also use it to buy time when robots/titans are advancing on a beacon.
Lockdown can be prevented with the Anticontrol module.
Light
Medium
Heavy
Corrosion
Damaging a target with a corrosion weapon fills a corrosion meter on that enemy. The damage stacks up the more they are hit. Enemies with corrosion take damage over time for 5 seconds, based on the number of corrosion stacks on them. Shooting an enemy with a corrosion weapon resets the 5 second timer. See individual weapon pages for corrosion damage amounts.
Light
Medium
Heavy
Suppression
Suppression is a mechanic introduced to the game in September, 2018. It was intended as a countermeasure to burst damage, which was a popular tactic in higher leagues. There are five robots with the Suppression ability: Invader, Blitz, Cerberus, Nightingale and Rayker. (see robot pages for more details) Robots affected by Suppression inflict reduced damage from all weapons, which effectively removes it from the fight for a short duration. A red energy field glows around the weapons.
When carefully timed, Suppression can be a powerful tool to support your team, for offensive, or defensive battle.
At the time of this publishing, projectiles that deliver Suppression can only be blocked by physical shields (such as those on the Galahad) and Aegis shields (such as that of the Bulwark). However, the effect itself can be negated by the Anticontrol Module.
Freeze
Damaging an enemy with a Freeze weapon builds up a meter above them indicated by a snowflake. When the meter fills with red, the target becomes frozen, and its movement speed is drastically reduced. Ice crystals grow on the surface of the robot, and the Freeze symbol is displayed above it. Armor becomes brittle, so the robot is damaged more by weapons.
Frozen robots can still activate abilities, but they are not immune from being frozen again.
Pixonic have not officially stated if the Anticontrol module is effective against Freeze. (Check weapon pages for Freeze accumulation)
Light
Medium
Heavy
Beta