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“…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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|Damage||715-5005 per round|| Manual
|Range||800 meters|| Single Shot
|Reload||7 seconds|| Defense Mitigation
|Capacity||1 round|| Charge-Up
|Workshop Production Information|
|1 Day Cost||3 Day Cost|
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
- 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
- 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
|MK3||Damage per shot||Damage per magazine||DPS||Damage per particle|
|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|
- This is the first non Titan weapon to have Defense Mitigation