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Volleysnare

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Volleysnare shoots forward and drops traps behind it. It's the class for players who fight while backing away, leaving a wall of traps between them and whoever's chasing.

Stats

Tier4
Unlock level45
Upgrades fromVolley or Snare
Barrels2 small guns forward (alternating) and 1 trap launcher facing backwards
Gun reload (0 points)0.3 s per gun, alternating: 6 bullets/s
Trap reload (0 points)three times the gun reload: one trap every 0.9 s (1.1 traps/s)
Bullet speed / range368 px/s, about 331 px
Bullet damage4.8 per bullet (×0.6), penetration 2, radius 4
Trapsradius 30.8, 7.2 damage per touch, 40 HP, last 10 s
Trap throwlaunched backwards at 350 px/s, slowing to a stop over 1.2 s (about 210 px behind you)
Recoil0.2 of a Recruit's kick per gun; traps don't kick
Health / movement×0.968 / ×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.

How it plays

The two small forward guns alternate, one shot about every 0.17 seconds between them, and each bullet does 4.8 damage. That's your offence, and it's modest: about 29 damage a second on your cursor at 0 points. The real weapon is behind you. The rear launcher reloads three times slower than the guns and throws a trap every 0.9 seconds while you hold fire, quicker than any single Snare-line launcher.

Each trap flies backwards at 350 px/s, slows to a stop over 1.2 seconds about 210 px behind you, and then sits there for 10 seconds. It's big, radius 30.8, because the launcher is wide. Traps are solid to enemy tanks, so they physically block anyone trying to push through, and they hurt: 7.2 damage per touch, hitting at most once every 0.4 seconds. Traps are solid to shapes and drones too, and they slowly grind down any shape pressed against them.

Holding fire for 10 seconds leaves about 11 traps on the field (the most any player can have out is 40), so a Volleysnare in retreat drags a line of obstacles behind it. Traps are solid to you too once you've stepped off them, so a careless turn walls you in yourself.

What it beats and what beats it

Volleysnare shuts down chasers. Rammers like Caltrop, Ambush and Aegis have to go through a wall of traps to reach you, and every trap is solid. Drone swarms get blocked and chipped by the trap field. Bots that chase you in a straight line walk into it.

It loses to range and to anything that won't chase. Snipers like Horizon and Cascade shoot you from outside your 331 px reach, and your traps behind you do nothing about that. Traps have 40 HP each and any enemy bullet chips them, so a heavy gun such as Cataclysm clears a path. In a head-on duel your forward guns are weak.

Building your stats

A 33-point build: Bullet Damage 7, Reload 7, Movement Speed 6, Max Health 6, Bullet Penetration 4, Health Regen 3.

Picking it over the other tier 4 options from the same parent

From Volley, you choose between Volleysnare, Autovolley and Cascade. Volleysnare is the defensive pick: fewer forward guns, a trap wall behind you. Autovolley is the offensive one, with twice the barrels and an auto turret. Cascade fights at long range. Take Volleysnare if you mostly die to things chasing you.

From Snare, the siblings are Megasnare, Snarelord, Trisnare and Autosnare. Volleysnare's launcher is the quickest single trap barrel of the group, one trap every 0.9 seconds, though Trisnare puts out more traps overall with three launchers. Yours only go behind you, and they do less damage per touch. It's the only Snare ending that can also fight forward with a real stream of bullets.

Common mistakes