martes, 31 de marzo de 2015

New Mega Plasma Launcher!


NEW:
- Mega launcher has been introduced.
Note: TX-1 Mega Launcher does 10,331 damage but fires two shots, dealing a total of 20,662 per volley.
Note 2: The second volley of shots will fire between 0.5 to 0.8 seconds after the first, with the spacing between each shot of the second volley being randomized.
FIXES/CHANGES:
- Platoon system coded from scratch. Current major platoon issues should now be resolved.
- Improvements to the stability of social services
- Plasma damage reduced by 10% at all tiers
- Fixed a bug where T3 SMG did not display the correct level of detail
- Fixed an issue with T9 and T10 track collision
- Fixed an issue where Mega Electroplates were not using the correct Mass
- Fixed an issue which caused your robot to randomly get nudged when placing cubes
- Fixed T10 plasma cannon robot ranking (It was far lower than it should have been) [New]

miércoles, 18 de marzo de 2015

The Future of Robocraft

Over the coming months we will be implementing many new systems which will pave the way for a whole new, deeper and overall more enjoyable Robocraft!

As a part of this, we announced a lot of the changes over the last week within our forums and opened up discussion in the form of threads and a Reddit AMA.
We received a huge amount of feedback which we’ve actively used, having made changes to the original designs, so now we’d like to make the full announcement!
Keep in mind that this isn’t your typical update announcement. It’s simply a look into the future. We’re looking at several weeks before the first game mode update.

Protonium Crystals

The goal of the new game mode is to destroy the Protonium Crystals surrounding your enemy team’s base!

Fusion Shield

Each base is surrounded by a Fusion Shield which protects and aids players!

Fusion Towers

By capturing all the Fusion Towers, the enemy team’s Fusion Shield will deactivate!

Overclocking and Supercomputers

Dealing damage, getting kills, healing etc.. will give you overclock levels which make you more powerful and can be used to gain new abilities based on which Supercomputer you chose to sit in your pilot seat!


To The Future!

We hope you are looking forward to this as much as we are! The entire Robocraft landscape is going to change for the better and we’ll have you with us to see it happen!

Note: 

This game mode will exist along side the current game modes, and will be renamed ‘Classic robocraft’!




martes, 17 de marzo de 2015

NEW OFICIAL SUBREDDIT OF ROBOCRAFT

Reddit AMA #2! The Great Design Discussion!

Hi All! We will be hosting an AMA tomorrow (Tuesday 17th) at 5pm UTC on Reddit (www.reddit.com/r/robocraft)
Unfortunately the forums can be very difficult to keep track of when there’s a lot of questions that need to be asked and discussed, so we’re going to take advantage of Reddit’s system. It’ll help us see the questions with the most sought after answers, and help us keep track of what’s already been said.
You can also create a Reddit account without an email address so everyone and anyone with an internet connection can take part!
The main focus of the AMA will be the new gameplay mode which will make its way into Robocraft over the coming months.
More info on those gameplay changes can be found here: http://robocraftgame.com/huge-meta-changes-are-coming/ http://robocraftgame.com/new-meta-update/

viernes, 13 de marzo de 2015

PREMIUM CODE for one day!

NEW PREMIUM CODE!

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miércoles, 11 de marzo de 2015

Tihonium Canyon Map

This information Tihonium Canyon map will help you improve your strategies of attack and your defense tactics!

A relatively small map centered around the eponymous canyon and a large bridge over it. The bridge provides direct access between the two bases, becoming a natural choke point for both teams. It's not unusual to have half of each team trying to destroy each other fighting over the bridge. Tributary canyons on each side of the map are narrow, but surrounded by high walls. With little cover, each has the potential to become a natural slaughterhouse of robots.

Strategies

With confined spaces and very high elevations, fighting on this map tends to focus on the close quarters aspect thereof. The high central elevation and natural crowding of enemy players around the map also makes life for satellites and airplanes difficult, as a Rail Cannon robot on the ridge is a natural defense against pretty much any airborne target that doesn't have ridiculous maneuverability.
The bridge is a choke point, and thus, it is a very important strategic location. Its elevation and central location allow the occupants to attack pretty much every corner of the map, as well as flyers. Watch out for incoming plasma fire from Bombers but also plasma fired straight from the enemy base. The arc of plasma allows it to be fired to spots behind the bridge that can't be seen easily.
The small path North Westerly of the bridge is very important for traversing the coverless low lands quickly as it contains no craters and can be used for flaking attacks in bridge standoffs.

Attacking and defending

Both attacking and defending work the same, due to the near symmetrical layout of the map. Plasma launchers shine in the cramped, narrow canyons, resulting in what's basically sudden death: The first person to fire wins. SMGs are a versatile weapons, with Rail Cannons being the only ones with limited use. They are not completely useless, however, as they are excellent in the central canyon and in picking off airborne targets. With the abundance of cover against these types of robots, AA operations become, if not easy, then much more convenient.
The Southern-most alley way is partly covered with rocks and offers some protection from flying bots. For the south-west team, it's possible to reach the last corner of the alley and catch the other team in cross fire. The corner provides good cover to retreat or to get healed.

jueves, 8 de enero de 2015

Robocraft Tips and Tricks

This Article will tell you a few very handy tips and tricks

1. 
When attacking, aiming for the area under the weapons is generally the best choice as most players protect their movement gear. Lower tier battles tend to have more movement equipment sticking out so shooting that when its visible hits their stability hard and makes it hard for them to maneuver properly causing them to flip to harshly effect their ability to aim or dodge. On the other hand, bear in mind that all weapons come with some armor and they are more armored than blocks so, if possible, try to hit the blocks under the weapons.
2: 
Wheels carry a lot of load more easily while hoverblades offer higher mobility. It's your choice whether you want to withstand the blows or avoid them but don't try to do both. Play smart, aim right, and pay attention to your teammates!
3: 
Everyone starts with an SMG so you get accustomed to the swarm of little shots but hitting t3 and t4 up means you have to get smart quick. Plasmas and rails are very different; if you see a red laser duck and if you see several red orbs move. The only way to deal with either of them is to be vigilant and if you're not proficient in long range combat don't even try to, use terrain to your advantage to try and sneak up to them or duck and dodge making them see you as little as possible.
4: 
Plasmas and rails might seem like a brilliant thing when that experienced player cleans your clock with them but they need a lot of skill and practice to properly get good with; in the end all you can do is build smart, play smart, and practice because every gun has its pros, cons, and preferable situations.
4.5: 
Each weapon requires a different way of aiming. With SMG's, you probably want to fire in short bursts at long range whilst at a shorter range it's OK to keep firing continuously. If you look at the crosshairs' proximity to the middle, it will show you the accuracy they currently have. The closer they are together, the more accurate your next shot will be. The farther they are apart, the more inaccurate your guns are. Honestly, though, in some cases this will not be too important. Rail cannons have the same mechanic for firing, though it is much more important for you to be as accurate as possible when firing considering the long recharge time. Rail cannons arguably require much more skill because the accuracy not only depends on how recent your last shot was, but also how fast you're moving the mouse AND how still your vehicle is/how long it's been still for. Again, this may not matter as much at a shorter range but it's preferable to stay at a farther range when using them. This also makes railcannons less preferable on a flying craft-it needs to reach the helium's height limit before you can accurately fire. If you're new to rail cannons and plasma launchers and they keep seeming to fire in random directions this could be because of their slow turning speed. In rail cannons' case, this could also be due to a strange glitch they have with the terrain "blocking" their line of sight when it's beneath the crosshairs. With the plasma launchers, you need to keep their slow turning in mind more so than with the rail cannons due to the fact that they don't have the crosshairs mechanic and it's not as obvious if you're not looking at the weapons themselves.
5: 
Get alignment rectifiers, for a hovercraft they might not be so useful (of course, at that point you'll have long ago unlocked them and they're quite cheap compared to the hoverblades) but for a ground vehicle they're MEGA USEFUL. Take care when placing them, Robocraft uses a complex physics system which means that the direction and placement of the alignment rectifiers signify where that burst of thrust [hopefully] getting you on your wheels is knocking you to so place them wisely. Distribute weight, if you see blocks and think of Minecraft, keep in mind that Robocraft has a complex physics system completely differing from Minecraft's physics so think carefully of what you are going to do. I recommend to start with wheels, then you move to hovers however hovers are not always the best idea.
6.
 Take into account your build, your teammates and the enemy positions. T1 will have people rushing your tank and you laugh mowing them down with your shiny t2 SMG's whereas t3 will have you looking like an idiot while everyone laughs at this tank that's out in the open firing wildly at a million shots barraging you from all directions.
7. 
Bigger builds mean bigger targets. You can choose between armor or speed but for the love of god don't do both, because you either need a hell of a lot of armor meaning not much mobility or a small build for mobility meaning relatively no armor (or space for weapons, for that matter). Higher tiers have the Electroplates to help this but they use up a lot of Pflops so at the end of the day you choose what you want to focus on and what you want to sacrifice cause this game doesn't balance your vehicle and you choose what's important.
8. 
Rambo, we all know in any game that one idiot that runs into the entire team and gets owned instantly. If you're the only one available put on your thinking cap because this is a game that the smart players are the ones that win and if you don't have a chance against those 3 guys that are left of the charge that obliterated your teammates doing a suicide run to do that little bit more cpu damage for robo points isn't helping anyone
9.
 A 5% pilot seat with wheels is not worth going for and ignoring the 95% SMG gunbed about to attack you. Ive seen 4 guys go after the one poor sucker that sitting stiffly on a chair. It may earn you a kill if you get it but you know what, its not worth much-some tech points sure, but my advice is the slower you earn tech points the more time you have to buy the big stuff. Aim for the guys that still have a lot of cubes. They'll get you more RP.
10.
As aforementioned above, fire your SMG's in short bursts. Spray and pray only works up close. Please, please, PLEASE use this tactic for lower tiers. I remember the one helium rail gun that toyed with everyone while they fire wildly at the sky like some blue firework display that never pops. Fire slow and calmly, that accuracy is brilliant for shaving off those oh so important weapons and for later levels if you got a plasma and you see a flyer for the love of god don't sit there for 10 minutes trying to shoot it down because if it takes that long bugger the hell off and leave to the smg guy that took it down anyways while you were mucking about. Point is, though it may be easy to hit a hover or ground it takes CLAIRVOYANCE (meaning epic skills) to hit a high flyer with a plasma.
11.
 Aim for the pilot seat, the robo is only destroyed if give a right sock to the pilot. If possible (if you have a smg or rail) aim at the block below or any structural weak point, once blocks are disconnected to the drivers seat they are insta-destroyed and you still get all those goodie robo points for destroying them.
12. Watch out for plasma cannons. They often tend to spread out in a line meaning that the best way to dodge them is to dodge to the side going backwards only helps the enemy. Also watch out for the red line; the laser spotter is your lifeline when dodging rails. The best choice is speed-get going and quick because the more they have to pan the camera to get you the more their accuracy drops.
13. 
Try to focus on one build only, having multiple different builds can be a waste of RP. Really plan your robo, look up the blocks you're planning to get and test out builds before using them in actual combat.
14:
 Helium: A block that makes stuff light sounds great... "sounds great", yeah that was a big mistake for me. Helium used right in the right situations helps little bit by little bit and in a multiplayer that makes a world of difference but each one uses 13 Pflops on the lowest tier and can cause a HUGE amount of instability as soon as you get some air time. You have been warned, be very careful.
15: 
Test your vehicle. I cannot stress this enough. Some problems only appear if you use your vehicle and that one gun that gets blocked by something or that epic flip that to others seem HILARIOUS but that is leaving your guns down can be avoided if you test out things in practice and adjust accordingly, building in robo craft can be, quite frankly, an art. And arts cannot be done well without practice and dedication.
16:
 Spotting. Use it well and use it wisely. I cannot stress enough how much knowing how to spot can help. If you've ever heard "Enemy Spotted" and somebody appears halfway across the map and you have no idea what's going on, that's spotting. It can help you when you're crippled and there's somebody waling on you and your team members are nearby but they don't see the person killing you. Simply press "Q" when hovering over an enemy, and it'll say "Enemy Spotted" and the person's position will be revealed to you and the rest of your team for a short while. It may not seem obvious (they'll be fixing this in the next update), but spotting also has a cooldown. If you press q and you miss an enemy, it's like you fired a shot and it missed. In a few seconds, it'll be ready to use again.
17: 
Don't rush to get new things. Do not leave anything behind in the tech tree. This was a huge problem for me because I went up tiers too fast and ended up having to go make a new ship and spend hours farming for those extra tech points. I was so happy when I got my nano disruptors. But then I realised that they actually weren't that great. You were the first person targeteted because you were the biggest 'threat'.