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!

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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.