Why Roland?
-He's one of the few that are good in attack and defense in both PvP and PvE.
-Has tech that grants him immunity to Shock AND Scramble, which is critical for a tank hero.
-As a Survivor, he also benefits from a Faction buff (Warlust) that matches his main role and makes him more lethal.
-Has high resistance to Area damage (Overwatch + Billy Goats) and Burst damage (Main tanks + Rail Launchers).
-He's perfect as a front-liner as well as a guardian to the DS, Juggernaut, and Legendary Laser tanks combo.
Roland's Stats from level 1 ~ 10DPS Breakdown:Lets see the Hammer first:
Hammers fire one volley of 7 missiles, then take 4 seconds to reload. They fire at a random zigzag pattern with a 0.025 second between each shell. and that's why their shells can bypass Adaptive Armors and Damage Caps.
Roland
Roland's firing pattern is more uniform.
From level 1~9: Fires 2 volleys. each volley contains 10 shells and each shell deals up to 150K damage
At level 10: Fires 3 volleys, each volley contains 10 shells, each shell deals 164,500 damage
Total damage before reloading= (Damage per shell 164,500) x (30 shell) = 4,935,000
Damage Per Second (DPS)=
[Dmg per shell x No. of shells] ÷ [ (RoF x No. of volleys) + Reload Time ]
[164,500 x 30] ÷ [ (0.75 x 3) + 5 ] = [4,935,000] ÷ [7.25] = 680,690
Random tests vs units: (I will post more later)
Heroic
means that he's equipped with all 3 heroic tech. Sometimes I use the Zombifier tech, especially vs buildings.Diamond III
is a level 3 relic, which adds 6% damage and damage resistance.♦ Hammers (Roland) and custom Cyclops (Polly) have always been the perfect bait to absorb AoE damage from Overwatch turrets and Billy-Goats.

At level 10, Roland can absorb up to 22 Billy-goat volleys like a boss! (He was equipped with Heroic tech but no Diamond)
♦ Roland (Heroic + Diamond III) vs level 13 Command Center - at Zero Warlust
♦ Roland (Heroic + Diamond III) vs level 13 Command Center - at 100% Warlust

As you see, he almost destroyed the CC after the 3rd volley. I'm sure he could have done it if the Diamond tech was maxed.
(Thanks to Axel for helping with this test)
♦ Roland (Heroic+Diamond III) vs a level 5 Prophet

Died after 14 shots from the Prophet
♦ Roland (Heroic) vs Elite Darkstorm (level 20 with tech)

Died after 56 direct shots from the DS
DPR of a level 20 DS is 1,950,000 x 56 shots = 109,200,000... of course we don't know the Darkstorm's damage modifiers vs heavy vehicles, but based on Roland's HP alone, he only received 85% of that damage.
♦ Removed his Heroic training, which adds a 50% resistance to Burst, and tested again vs a DS

Died after 28 shots
♦ Roland (Heroic + Diamond III) vs Full platoon of level 20 Vindicators & level 5 Sunder
♦ Roland (Heroic + Diamond III) vs level 21 Elite War Rig (I don't have the Omega, so I used 2 Rigs to compensate)

Killed both Rigs but lost around 40% of his health
♦ Roland (Heroic + Diamond III) vs level 30 Elite Herald

Died after 59 volleys and 4 shells (total of 358 shells x 297,500 damage=106,505,000)
Roland has a 15,750,00 HP, and only received ~85% of that damage.
♦ Roland (Heroic + Diamond III) vs Full platoon of level 20 Phalanx with max Diamond
No comment. lol
♦ Roland (Heroic + Diamond III) vs Max Rail Launcher

Died after 34 shots. impressive!
♦ Roland (Heroic + Diamond III) vs Max Rail Launcher + Max Fusion

Died after 11 shots
♦ Roland (Heroic + Diamond IV) vs Level 20 Sharpshooter (+40% Stronghold buff +25% Destroyer buff +48% GoGo-Bar buff + equipped with all damage tech)

Died after 31 shots!!!
♦ Roland (Heroic + Diamond IV) vs Level 18 Drakon (+40% Stronghold buff +25% Destroyer buff +48% GoGo-Bar buff + equipped with all damage tech)

Died after 21 shots! Plasma is more effective than Burst damage when dealing with a Roland equipped with Heroic Armor (-50% Burst)
Tank Treads - Melee AttackRoland and Hammers can run over enemy units and buildings to destroy them. Honestly I'm disappointed at how underwhelming this ability at max level.
Ability: Spawns Detonators upon death.
From level 1~9 spawns 8 low level Detonators
At level 10 spawns 12 higher level Detonators
Zombifier-Roland and Weaver's zombifier has no negative effects on the Warlust bonus.
-Roland's zombifier spawns huge number of zombies at once due to his wide splash radius (followed by Sunder & Oren).
-Zombies can also spawn from units\buildings that were run over by Roland's treads.
-Zombifying enemy infantry\Tanks\LSDs adds into the Warlust meter twice:
- First when you kill the units and turn them into zombies
- When those zombies are killed by the enemy.
-Zombies can also infect\kill other units\buildings and help you get generate more Warlust.
-Zombies that spawn from killing units (Nightmares, Ultra tanks, Bighorns,..etc) are more durable than zombies that spawn from buildings.
P Sherman, 42 Wallaby Way, Sydney.
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They will incorporate adjusted filters in game to match these buffed heroes...
Funny I don't see a sustain hero....
Bookmarking this. Very informative!
You should write posts like this for other units in the game, @MX36
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Vs. Phalanx video unavailable... Wanted to see that one the most, lol.
on the bright side we`re probably getting a sphinx single use hero this event, nyx`s drones are sustain damage, and if infantry dont get wrecked this event weaver/max with a lib toon should be relatively effective
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
i am more impressed by how good it does vs Vindicators and rail guns
Yeah, it surprised me how well he works against Sunder and Vindicators, too. I was surprised Sunder didn't survive longer. Rail gun tanking abilities are impressive, but not surprising. He's been good at that since his heroic tech was released. Speaking of Sunder, though, ooh boy, if you think level 10 Roland is impressive... wait until the best, lol.
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
"the optimist looks up and loses his footing.
the pessimist looks down and loses the path
the strategist looks forward and adjusts accordingly"
The easiest way to get two or all three of them maxed is by blitzing. I know several players that easily got them that way, and honestly I would've done the same thing if I could. lol
When we get another chance at those bases, Which hero are you going to upgrade first?
One Baldur is not enough?
Adjustments are probably on their way or have already been made..who knows. lol But I'm more interested in the timing of these buffs. Do they have anything to do with the upcoming war with Eastern Hordes, the faction that brought us some of the highest damage-dealers and heavily-armored units like Danta, Baldur, and Hannibal?
Lol ... you know what i am thinking ... would love to do a 1 on 1 for prosperity sake.... interested to see how my jacked up B fares against a maxed Roland.... i already know my limits against Ardra...
Right now, Axel is the only one helping with these tests, but it would great if we could have more players willing to help and confirm results.
Also, what I like most about the videos in these posts is how they serve as a reference (proof) if\when nerfs happen later.
Sorry about that. I had a technical problem.
Short answer: He kills Phalanxes and their spawn as if they were nothing. as he always does.
Fun story about the link:
so my laptop battery was at 19% and I had to rush in and post the links.. 10 mins later and it's completely dead *_* no big deal... switched to phone to check if all links were posted correctly... then realized that I haven't posted the one with Techs, and also linked the wrong Phalanx video with an annoyingly loud music. It was supposed to be muted before uploading like the rest.
Went to hte Youtube app to edit but it didn't work! said that I need to use a browser that supports HTML5 in order to edit or at least see the button that controls the sound... so I went back to the app store and re-downloaded Chrome, Opera, and UC browser. but none of them worked! even Puffin!! and my only option was to add a random sound track from youtube library, to make it less annoying.
But the worst part is that my laptop is still dead and wont turn on, despite all the attempts to disconnect the battery and drain the charge!
will update after I get it fixed later today.
BTW, what about Baldur's move & shoot advantage, Are you going to circle strafe around Roland, or focus fire on him while stationary?
I'm with you on the level 10 Sunder.. shots will create permanent holes in the ground with eternal fire pools.. it will break the game. lol
What do you expect his talent\ability at level 10 would be?
Every test i have done is stationary... fist and let them go ... we will arrange a test might have to be after event..
How about what you said and never missing his target like Nyx's talent?
Sunder will be increased radius of blast with permanent fire effect...
However, a couple of things about your data table I'm not sure of...
I don't think it is "DAMAGE PER SHELL". I think it is still supposed to be "DAMAGE PER SHOT" with a shot being the same as a volley for a unit like this that fires multiple shells. So one volley ( group ) of shells collectively will produce 165,500 damage not 165,500 per shell. I know in the pop-up description it says both Damage Per Shot and Damage per Round
But I think this was written with only units that shot a single shell at a time in mind.. In which case the the two phrases have the same meaning. But if were thinking of units that shoot multi shells per shot then the two phrases are completely Different and therefore contradictory to each other. The only logic conclusion is they were ONLY thinking of a single shell shooter when they wrote the description.
Now there is no way for us to know when it comes to units like Roland that shoot multi shells per shot if they stuck with the numbers for the actual name of the data, Damage per Shot ( collective damage of the shells ) which again is what the actual category data field or if they are ignoring what it is actually supposed to be as written and giving you Damage Per Shell instead.
So I don't know about your Total Damage per Clip data.
WAR COMMANDER WIKIA
Lead AdministratorWAR COMMANDER WIKIA
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Do the the math. It's per shell.
Not counting time actually firing for level 5: 94k*2/5.75 seconds = 32.7k DPS per shell.
The stats counting firing time says more like 28.9k DPS per shell to get the 289k DPS advertised.
That's what I think as well. It's 2018 and DPS UI is still too simple and doesn't cover all the details that have direct effect on that number (Details such as: volleys\shells, charge-up and lock-on times, secondary weapons damage, etc).
They're ignoring those stats and restricting themselves to only using the ones that are currently written in the UI.
Regarding Roland's stats and total damage per clip:
Clip Size and Fire Rate are per volley, but Damage Per Shot is per shell and here's why:
Lets say that Roland only fires and reloads (ignore RoF and No. of volleys\shells). Roland empty his clip dealing [X] amount of damage, then reload for 5 seconds. so his DPS would be like this:
680,690 = X ÷ 5
X= 680,690 * 5 = 3,403,450
Would be great if we could get a confirmation from KIX abuot those damage per shell\volley numbers.