Autovolley keeps Volley's four-barrel stream on your mouse and adds an auto-aiming turret on top that shoots at its own target. It's two guns for the price of one.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Volley or Triad Sentry |
| Barrels | 4 forward: an outer pair, then an inner pair, fired in turn |
| Reload (0 points) | 0.23 s per barrel; 15 shots/s from the four barrels at the 30 Hz tick |
| Auto turret | 1 top turret, auto-aims at the nearest target, fires at half your barrels' rate (about 2.1 shots/s) |
| Bullet speed | 368 px/s |
| Bullet range | about 331 px |
| Turret targeting | only what its bullets can reach (about 331 px); tanks first, then drones, then shapes |
| Bullet damage | 3.92 per bullet (×0.49), barrels and turret alike |
| Penetration | 2 |
| Bullet size | radius 5 from the barrels, 7 from the turret; spread ±4° |
| Recoil | 0.2 of a Recruit's kick split across four barrels |
| Health / movement | ×0.976 / ×1 |
Every number here is at 0 stat points, before the per-level health bonus and the per-level speed penalty that every tank gets. The automatic balancer can nudge a class's damage and health over time, so treat these as the roster's base values.
Your four barrels work like Volley's: the outer pair fires, then the inner pair, back and forth. At the server's 30 Hz tick that comes to 15 small bullets a second on your cursor, about 59 damage per second at 0 points. The spread is ±4°, wide enough that the stream sprays a little, so it's forgiving to aim and good at hitting things that move.
On top of that is a turret in the middle of your body. It aims at the nearest target on its own and fires at half your barrels' rate, about 2.1 shots a second, whether you're holding fire or not. It only picks targets its bullets can reach, and among those it takes enemy tanks and bots first, then enemy drones, then shapes. So in a fight it's adding about 8 damage a second to whatever is closest, and when nothing is around it farms shapes for you.
The recoil is tiny, 0.2 of a Recruit's kick spread across the four barrels, so you can hold fire while moving without being pushed around. That makes Autovolley easy to drive.
Autovolley shreds light targets: drones (double damage from bullets), low-health bots and shapes. It fights two things at once, since the turret covers a flank while your barrels face forward. It handles Dreadnought and Hivelord swarms well because it puts so many bullets in the air.
Its bullets are tiny: 3.92 damage with 2 penetration. That's fine in bullet collisions, where your volume strips heavy shells, but it's poor against anything with a lot of health, and each bullet pushes through very little. Snipers outrange you by double or more. The turret is a small bonus, not a second gun: about 8 damage per second at 0 points.
A 33-point build: Bullet Damage 7, Bullet Penetration 7, Reload 5, Bullet Speed 4, Movement Speed 5, Max Health 5.
From Volley, you choose between Autovolley, Volleysnare and Cascade. Autovolley is Volley with a free turret: the same style, a little more damage, and a turret that covers your flank. Volleysnare gives up two barrels for a rear trap launcher, which is better for defending. Cascade is the long-range option. If you liked Volley as it was, Autovolley is the safest step up.
From Triad Sentry, Autovolley is the choice that gets you back to aiming a real gun. Compared with Penta Sentry, Sentry, Autosnare and Aegis, it has by far the most bullets per second, at the cost of tiny bullets.