When a bot has just respawned, it will have a spherical shield surrounding it which negates any damage done to the bot until it wears off. Some gamemodes feature a respawn mechanic, where bots that have been destroyed will be returned to the field of battle. If a robot is damaged while auto-repairing, the 10-second timer is reset and auto-repairing stops. Robots have an automatic regeneration ability that repairs them after not being damaged for 10 seconds. Players can strategically aim for certain weak points on a robot to disable their weapons or make the robot harder to control. When a robot part is destroyed, such as a weapon or mech leg, that part is disabled until it can be regenerated. ![]() For example, players can use "tri-forcing" and "rod-forcing" to intentionally choose which parts are connected to one another, thereby moving incoming damage to less important parts and allowing the most vital components of a robot to stay alive longer. This damage system model permits complex engineering techniques in the areas of damage distribution and redirection. When a robot part is damaged, all adjacent parts connected to it are partially damaged as well. To destroy a robot, 75% of the robot's total CPU must be destroyed. The game features a part-based damage system. After a bot passes 2000 CPU it becomes a Megabot, which can only join Custom Games and Play vs AI gamemodes. Different chassis and hardware blocks consume different amounts of CPU. The player's CPU limit does not increase as they level up. Players are given the freedom to build and customize their robots in any way they like, as long as it does not exceed their in-game CPU limit (2000). The tech tree was added on June 19, 2018, this allows players to get the different parts that they want instead of them being randomly given parts via crates. Currently, no player can achieve a level over 10,000. The more Experience a player can get in a match, the more Robits they earn. After that date, they were removed and instead players could only get Robits. Before June 19, 2018, players could also get items from crates. Items are unlocked by spending Tech Points in the tech tree. Robits are used to buy parts, community-made robots or new garage slots. Robocraft uses "Robits" and "Tech Points" as its currency. Players have the option to play multiple game modes that offer different experiences, for example, Player Vs AI, Brawl and custom games. ![]() ![]() We’ll wrap up all of the changes coming in the Fast and Formidable expansion in the preview patch notes coming later this week.Robocraft is a "build, drive, fight" game where players build their robots from building parts. Additionally, the ‘Weapon Energy Module’ will not charge the weapon energy bar beyond 100% – there’s no over-clocking of the weapon energy bar here folks! It’s also worth noting that the ‘Weapon Energy Module’ cannot be activated if a player’s weapon energy bar is already at 100%. Depending on player and internal testing feedback, the cooldown rate may change. The ‘Weapon Energy Module’ stats/cost/rarity will remain the same, however it will now be subject to a 60 second cooldown. ![]() The amount of energy given equates to 100% of the weapon energy bar on a 2,000 CPU robot and 50% of the weapon energy bar on a 500 CPU robot. Just like with any other module (Disc Shield, Blink and Ghost etc), the new ‘Weapon Energy Module’ occupies one loadout slot and once activated in battle, it delivers the user a fixed amount of weapon energy in an instant. So, we went back to the drawing board and opted to change the Power Booster from a passive (always-on) device into an active ‘Weapon Energy Module’ that is assigned a loadout slot and activated when needed. However, this wouldn’t work as efficiently with the new ‘CPU vs. With this post we want to give you a clear indication as to the changes coming this week.Ĭurrently, the Power Booster converts CPU into additional power giving the player a boosted 25% power regeneration rate. With this week’s game-changing and very exciting ‘Fast and Formidable’ expansion, which you can read more about here, we will be re-branding the Power Booster from what it is currently into the ‘Weapon Energy Module’.
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