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Components


…Medium long-range railgun with a charge system: the longer it charges, the more powerful the shot. Shoots kinetic projectiles accelerated to incredible speed. Such projectiles not only inflict increased damage to physical shields, but also ignore defence systems… – in-game description


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Purchase Information
In-Game Cost 10,000 Components
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 19
Type
Hardpoint Icn info for user popup.png Medium
Tier Icn info for user popup.png IV
Weber.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Kinetic Kinetic


WeaponDamage.png Damage 715-5005 per round Manual Manual


WeaponRange.png Range 800 meters Icn info for user popup.png Single Shot Single Shot


WeaponReload.png Reload 7 seconds Freeze Defense Mitigation


Capacity 1 round Charges Charge-Up


Unload Instant


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
150,000 510,000
Components Components Components Components
60 170

Introduction

The Weber is a long-range (up to 800 meters) medium kinetic weapon. It has a light and heavy counterpart (Volt and Gauss respectively) and can be viewed as the kinetic counterpart to the Ballista.

Strategy

The Weber is an extremely powerful kinetic railgun weapon that can fire at enemies from up to 800m apart. The long range of the Weber should be exploited as much as possible, in order to attack enemies from across the map without fear of retaliation. The Weber is actually a bit of a hit-and-run sniper weapon, which makes it a quite weird but extremely versatile weapon. The reason behind these two traits is because the Weber has a charge-up attribute, which means that after the Weber's clip has been unloaded, it will start reloading until it can actually fire. After this, it will keep on charging up, which means that the longer the Weber is on-standby, the higher the damage will be when you finally unload it.

Another feature is that the Weber has Defense Mitigation. This allows the Weber to penetrate and bypass any Damage Resistance the enemy happens to have. This should be exploited by targeting enemies with heavy defenses based around Damage Resistance, such as Leech and Falcon.

Unsurprisingly, the Weber excels at picking off targets one-by-one from large distances. The commander utilizing the Weber should always focus all of their attention on one enemy at a time, as despite its high damage per shot, if the Weber user changes target with every shot its total damage to the enemy's team effort is negligible. However, if the Weber focuses all of its firepower at one enemy at a time, they will either sustain huge damage, be destroyed entirely or be forced to stay in cover for an extended period of time. Of course, if the Weber user succeeds at forcing an enemy into cover or destroying them, they can change to another target.

The Weber's greatest weakness is its inability to take enemies on in close-range combat. While the Weber has plenty of time to destroy any attackers from long range, if they happen to come close to the user the commander is essentially already doomed. The Weber's total DPS (damage per second) is extremely low, so even if the user is fighting a mid-ranger enemy at firefight range the chances of the Weber destroying the enemy without sustaining serious damage is extremely low.

Pros and Cons

Pros

  • 800m range allows robot to fire at enemies without fear of retaliation
  • Defense Mitigation attribute allows it to penetrate any robots' damage resistance (if applicable)
  • Single shot attribute allows robot to minimize exposure time
  • Kinetic attribute allows double damage to physical shields
  • Tremendous damage when fully charged
  • Fast projectile speed makes it hard to miss
  • Ignores all of the resistance on the enemy bots

Cons

  • Long reload (8 sec)
  • Ineffective in close combat against specialized brawling weapons
  • Single shot means shields will soak up excess damage when destroyed
  • Cannot penetrate energy shields
  • Horrible at sustained fighting

Upgrade Cost

Tier 4 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 4,000,000 66:00
7 6,000,000 102:00
8 11,000,000 124:00
9 17,000,000 140:00
10 36,000,000 148:00
11 52,000,000 152:00
12 70,000,000 160:00
Totals Cost Time [DD:HH:MM]
198,700,000 39:05:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,500,000 24:00
3 5,000,000 48:00
4 10,000,000 72:00
5 22,500,000 96:00
6 22,500,000 96:00
7 22,500,000 96:00
8 22,500,000 96:00
9 22,500,000 96:00
10 22,500,000 96:00
11 22,500,000 96:00
12 22,500,000 96:00
Totals Cost Time [DD:HH:MM]
197,500,000 38:00:00
  • MK2 Upgrade cost 500 Gold

Weapons data

75 Weber
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopYes.png Kinetic Kinetic


Manual Manual


Single Shot Single Shot


Freeze Defense Mitigation


Charges Charge-Up



Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
1 7 N/A instant 7 1 4 6.8 Medium Kinetic Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
715 5005 715 715 1 2041 14287 2041 2041
787 5509 787 787 2 2074 14518 2074 2074
864 6048 864 864 3 2112 14784 2112 2112
952 6664 952 952 4 2151 15057 2151 2151
1045 7315 1045 1045 5 2189 15323 2189 2189
1150 8050 1150 1150 6 2222 15557 2222 2222
1265 8855 1265 1265 7 2261 15827 2261 2261
1392 9744 1392 1392 8 2299 16093 2299 2299
1529 10703 1529 1529 9 2332 16324 2332 2332
1683 11781 1683 1683 10 2371 16597 2371 2371
1854 12978 1854 1854 11 2409 16863 2409 2409
2041 14287 2041 2041 12 2442 17094 2442 2442
MK3 Damage per shot Damage per magazine DPS Damage per particle
{{{mk3shot1}}} {{{mk3magazine1}}} {{{mk3dps1}}} {{{mk3particle1}}}



Update History

Version Changes
6.9.0 Now available in Workshop 2.0
6.8.0 Damage increased by 10%
6.6.0 Weapon was added to the game

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Trivia

  • This is the first non Titan weapon to have Defense Mitigation

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