PIN

Kak dela? Rapid-fire Pin from distance, that is what is up, comrade

The power-packed Pin is a key component of the deadly Russian Death Button setup.

Specs:

Weapons Class: Light

Combat Type(s): Medium Range

Maximum Range: 500m

Clip Size: 4 rockets

Full Reload Time: 12 Seconds

Rate of Fire: 2 rockets per second

Damage Type: Rocket

Required Account Level: 4

Purchase Cost: 290,000 Silver (Ag)

Game Description:

Pin is a light slot, medium-range unguided rocket launcher. Rockets have a large AOE (area of effect). Deal damage to a group of enemies as well as their physical shields or enemies taking cover. Automatic firing mode. Launch rockets precisely and separately or in long bursts. Smart Reload System. Weapon reloads to full capacity while firing as soon as one rocket is expended.

The Pin is a 500m medium-range missile system that deals both raw damage and Splash damage. The Pin is to the medium-hardpoint Tulumbas as the Pinata is to the Orkan. The less powerful combo makes up for its shortfall in damage in increased range.

Being a rocket weapon, the Pin causes Splash Damage which enables it to penetrate physical shields, which will affect robots behind cover. It cannot, however, splash past energy shields. The rockets need to make contact with the enemy robot, or else they will continue to fly to their maximum distance.

The Pin, as a light slot weapon, is especially useful against shielded bots such as the British Armed Forces/Crusader/Knights bots. These being of course the Gareth, Galahad and Lancelot. They are also useful against unshielded bots without energy or Ancile shields and can penetrate even the ECU shields. The new Dash bots can quickly sprint out of damage range making them trickier to hit. When used on a Griffin/Rhino, it is an effective counter in the RDB setup vs. the traditional DB setup as it allows you to strike first. Make it count!

The Pin is a crucial part of the Russian Death Button setups on the Griffin and Rhino, meant to deal a devastating if not lethal blow to many of the games’ robots. Wield dual Pins and Tulumbas, level them up and once you close in on your opponent, hit the Death Button aka the red firing button… Then it’s explosion time!

PinPin

Upgrading (1st Cycle)

Level Cost (Ag) Damage Per Particle Damage Per Full Clip Upgrade Time
5 290,000 1,420 5,680
6 400,000 1,560 6,240 8 hours
7 800,000 1,710 6,840 17 hours
8 1,500,000 1,880 7,520 21 hours
9 3,000,000 2,070 8,280 1 day, 1 hour
10 5,000,000 2,280 9,120 1 day, 7 hours
11 8,000,000 2,510 10,040 1 day, 18 hours
12 13,000,000 2,760 11,040 2 days, 9 hours

Total Silver: 31,700,000

Total Time: 8 days and 9 hours

Upgrading (MK2)

Level Cost (Ag) Damage Per Particle Damage Per Full Clip Upgrade Time
5 500 (Au) 1,704 6,816
6 400,000 1,872 7,488 8 hours
7 800,000 2,052 8,208 17 hours
8 1,500,000 2,256 9,024 21 hours
9 3,000,000 2,484 9,936 1 day, 1 hour
10 5,000,000 2,736 10,944 1 day, 7 hours
11 8,000,000 3,012 12,048 1 day, 18 hours
12 13,000,000 3,312 13,248 2 days, 9 hours

Total Silver: 31,700,000

Total Time: 8 days and 9 hours

MK2 Levels 1-12 cost the same in terms of time and currency. A 20% damage bonus is added per missile/plasma blast depending on the weapon along with “added durability.”

Recommended Weapon Setups: Russian Death Button Griffin/Rhino with dual Pins/Tulumbas, Leo with triple Pins and either Ancile/Thunder/Trident, Knife-Fighter Stalker with dual Pins, Triple Pins Gepard, quad Pins Jesse or G.I. Patton. Lower- to mid-level setups make use of its versatility including Gareth, Vityaz, Golem and at medium level Galahad.

Pin

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