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“ | Extremely mobile robot with jump engines. Ideal for capturing beacons and flanking
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- — in-game description
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7 | Cossack
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Purchase Information | |||||
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In-Game Cost | Real Value | Exp Level | |||
75,000 | 30 Cents | 1 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Light |
Jump |
SpaceTech | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 39,000 | 44 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x Medium | ||||
Default Weapons | 1x Molot T | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | No | N/A | |||
Passive | 0 | ||||
Other | Legendary Pilots | ||||
Tier | I | N/A | |||
Wiki Class | Light | ||||
Potential Role | Saboteur |
Introduction[]
The Cossack is a light robot with a single medium hardpoint. It has awesome speed at the cost of health.
Ability[]
This Cossack has the Jump ability and above average speed, which allows it to do a great job of capturing beacons since it travels long distances in a short amount of time. The Cossack can also dodge rocket based weaponry by timing its jump to avoid splash damage. The low hit points and lack of built-in shielding make this robot vulnerable to all weapons.
Strategy[]
The Cossack is one of the first bots obtainable, and with its Jump ability Cossack is a great beacon capturer. Due to its single medium hardpoint, low HP and lack of shielding commanders should avoid direct confrontation as much as possible, and instead try to flank enemies or outmaneuver them. Use cover to your advantage unless making a break for a Beacon or attacking.
The Cossack is highly manueverable and can be used in flanking movements very well. It will almost always be the first to get to the back of the enemy lines, but due to its extremely low firepower can only really serve as a nuisance instead of the main DPS in the engagement. Try to Jump behind enemies with shielding and take out their vulnerable hulls from the back.
Other than flanking, the only really offensive playstyle the Cossack can take is a hit-and-run. Bring a burst-damage promoting weapon (if you managed to win one out of luck) and hide behind cover, then Jump when an enemy is near, unload and fall back behind cover.
If the Cossack does somehow find itself in a 1v1 engagement, facehugging the enemy, circling them and Jumping whenever possible can throw off their targeting and prolong your survival time.
Counterplay: The Cossack is quite easy to counter. While lock-on and homing weapons aid greatly in shooting it down while it is Jumping or running, due to its low healthpool an enemy commander with good aim's only possible flaw in destroying a Cossack is keeping in range of its weapons.
Threat Measure: The Cossack is a low threat even as a Tier 1 robot, but can be increased to a mediocre threat to the enemy team if commanded correctly, as it can undermine the amount of beacons they're in the possession of. The Cossack quickly loses viability even before the transition to Tier 2 begins as it has a companion robot in the same Tier that is almost superior in every way.
Possible Setups[]
The following setups are recommended for the Cossack:
Close Range (350m or less)[]
Mid-Range (500-600m)[]
Other[]
Overview[]
The use of Punisher T is common in the beginner Leagues, as it is cheap and deals very high damage. Other setups include using an Ecu, which gives Cossack extra protection (in this case, the Cossack is used solely for beacon capping and to distract enemy players behind enemy lines), and Tarans and Orkans, which are good weapon choices for hit-and-run attacks since they have high DpM and DpS, respectively.
Not Recommended[]
- The use of mid range weapons because Cossack is for capturing beacons.
- The use of long-range weaponry, since Cossack only has one medium hardpoint and is best used for beacon capturing, not long-range support.
- The use of more valuable equipment, because there are better platforms for mounting said equipment.
Upgrade Cost[]
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Statistics[]
ID | 7 | Ability | Faction | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tier | 1 | Jump |
SpaceTech | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class | Light | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wiki Class | Light | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Availability | Silver | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Update History[]
Version | Changes |
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4.8.0 | Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes |
4.7.0 | Modules slots changed from 1 passive slot → 0 passive slots Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes |
4.0.0 | Total Upgrade Cost: 31,585,000 Ag⟶31,970,000 Ag Total Upgrade Time: 8 days 10 hours 5 minutes⟶8 days 13 hours 35 minutes |
3.0.1 | New skin: Toxic |
0.6.3 | Speed at level 4 and 5 increased by 10% |
0.4.0 | Bug fix: Its jump will depend only on deviation degree of the motion controller |
0.2.1 | Changed its light hardpoint to a medium hardpoint |
0.2.0 | Robot was added to the game |
Trivia[]
- Cossack translates to "horseman", or "cavalry" in Russian.
- The Cossack's head strongly resembles Russian attack helicopter Mil Mi-24 “Hind” (except Mi-24A).
- In very early versions, the Cossack only had a light hardpoint due to medium hardpoints not existing at the time
- This is the only light robot to have the Jump ability.
- The Cossack has the lowest health of any robot in the current game.
- The Cossack was the first bot to be unlocked with an ability.
- This robot was added on June 2, 2014.
- The Cossack is the weakest bot in the game with only one medium hardpoint
- The Cossack is also a starter bot, but its for the tutorial when you have to buy another bot.