Robocraft - Drognin


Fusion Towers

Today we give some more detail on the Fusion Towers and the Fusion Shield. First, the Tower itself has a unique shape. It has a central pillar rising up to a cluster of Protonium Crystals mounted in the top. The Tower has 127 Crystals that are connected to the Tower via multiple connection points. The Crystals are protected by an umbrella shaped dome that prevents easy Rail and SMG attack from across the other side of the map. An extended dropped section of the umbrella on one side of the tower ensures that the Crystals are more protected from strategic vantage points in the map. A hole in the top of each Tower allows an aperture for aerial Plasma attacks and pot shots from Interceptors or even Nano damage from a hovering Copter.



Top, Left, Right and Bottom

Each map has 4 Fusion Towers. The tower closest to the top of the map (on the HUD minimap) is always referred to as the ‘Top Tower’, the one closest to the left the ‘Left Tower’ etc. The location of the Towers in each map is different and they are marked on the minimap with a unique icon and a color showing which team ‘owns’ the Tower. Learning the Tower locations off by heart and the best vantage points to attack/defend them from will give you an advantage in battle.

Neutral Start

All four Fusion Towers begin the game neutral and must be captured in order to start gaining the advantages from them. This mechanic was added to encourage splitting of the team at the beginning of battle – splitting your team in two is the best way of capturing the two closest towers quickly.

New Battle HUD

A new HUD at the top of the screen shows the health of each Teams ‘Protonium Reactor’ and the health and color of each of the 4 Fusion Towers in the map.

Fusion Tower Features

The Fusion Towers at this launch will have multiple gameplay features:

> Capture all 4 Fusion Towers and your enemy’s Fusion Shield will deactivate

> Capture one of your Fusion Towers back again to reactivate your Fusion Shield

NB: Both team Fusion Shields will automatically deactivate at 30 minutes in to ensure the games last no longer than 30 mins in extreme circumstances

> Each Fusion Tower that your team owns will give each member of your team 250 Clock Cycles per Tower per second, whenever they are alive and not waiting to respawn

> Capturing a Fusion Towers will instantly respawn all members of your team who are waiting to respawn

There will be more game mechanics to follow linked to the Fusion Towers, but they are for a near future release

Fusion Shield

The Fusion Shield is pretty large and surrounds the Protonium Reactor. It is a squashed hemisphere shape which makes it wider than it is high. The Fusion Shield activates automatically at 10 seconds into battle, and will deactivate at 30 minutes into battle if the battle has not been concluded via Tower Captures by then.

The following are features of the Fusion Shield:

> Enemies cannot shoot into the shield from outside

> Allies can shoot into the shield at enemies from outside

> Allies automatically heal when the shield is active and when inside the shield

> Enemies can shoot outside from inside

Fusion Shield Heal Rates

We’ve balanced the Heal Rate of the Fusion Shields at each Tier to allow a single Ally to defend against two attacking enemies on their own, whilst ensuring that it is still possible for enemies in groups to take out single Allies inside the shield if undefended.

T1: 184
T2: 345
T3: 623
T4: 1,080
T5: 1,794
T6: 2,848
T7: 4,315
T8: 6,224
T9: 8,524
T10: 11,054

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL
ROBOCRAFT WILL BE RESPAWNED IN
4 DAYS TIME
SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Fusion Towers

Today we give some more detail on the Fusion Towers and the Fusion Shield. First, the Tower itself has a unique shape. It has a central pillar rising up to a cluster of Protonium Crystals mounted in the top. The Tower has 127 Crystals that are connected to the Tower via multiple connection points. The Crystals are protected by an umbrella shaped dome that prevents easy Rail and SMG attack from across the other side of the map. An extended dropped section of the umbrella on one side of the tower ensures that the Crystals are more protected from strategic vantage points in the map. A hole in the top of each Tower allows an aperture for aerial Plasma attacks and pot shots from Interceptors or even Nano damage from a hovering Copter.



Top, Left, Right and Bottom

Each map has 4 Fusion Towers. The tower closest to the top of the map (on the HUD minimap) is always referred to as the ‘Top Tower’, the one closest to the left the ‘Left Tower’ etc. The location of the Towers in each map is different and they are marked on the minimap with a unique icon and a color showing which team ‘owns’ the Tower. Learning the Tower locations off by heart and the best vantage points to attack/defend them from will give you an advantage in battle.

Neutral Start

All four Fusion Towers begin the game neutral and must be captured in order to start gaining the advantages from them. This mechanic was added to encourage splitting of the team at the beginning of battle – splitting your team in two is the best way of capturing the two closest towers quickly.

New Battle HUD

A new HUD at the top of the screen shows the health of each Teams ‘Protonium Reactor’ and the health and color of each of the 4 Fusion Towers in the map.

Fusion Tower Features

The Fusion Towers at this launch will have multiple gameplay features:

> Capture all 4 Fusion Towers and your enemy’s Fusion Shield will deactivate

> Capture one of your Fusion Towers back again to reactivate your Fusion Shield

NB: Both team Fusion Shields will automatically deactivate at 30 minutes in to ensure the games last no longer than 30 mins in extreme circumstances

> Each Fusion Tower that your team owns will give each member of your team 250 Clock Cycles per Tower per second, whenever they are alive and not waiting to respawn

> Capturing a Fusion Towers will instantly respawn all members of your team who are waiting to respawn

There will be more game mechanics to follow linked to the Fusion Towers, but they are for a near future release

Fusion Shield

The Fusion Shield is pretty large and surrounds the Protonium Reactor. It is a squashed hemisphere shape which makes it wider than it is high. The Fusion Shield activates automatically at 10 seconds into battle, and will deactivate at 30 minutes into battle if the battle has not been concluded via Tower Captures by then.

The following are features of the Fusion Shield:

> Enemies cannot shoot into the shield from outside

> Allies can shoot into the shield at enemies from outside

> Allies automatically heal when the shield is active and when inside the shield

> Enemies can shoot outside from inside

Fusion Shield Heal Rates

We’ve balanced the Heal Rate of the Fusion Shields at each Tier to allow a single Ally to defend against two attacking enemies on their own, whilst ensuring that it is still possible for enemies in groups to take out single Allies inside the shield if undefended.

T1: 184
T2: 345
T3: 623
T4: 1,080
T5: 1,794
T6: 2,848
T7: 4,315
T8: 6,224
T9: 8,524
T10: 11,054

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL
ROBOCRAFT WILL BE RESPAWNED IN
4 DAYS TIME
SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Stat Overload

You want to know the stats, you’ve been asking us for it for ages. You’ve also been frustrated when stats shown in game sometimes don't match the cubes. We’ve overhauled this too. So, first the core stats of Mass, CPU, Robot Ranking, Heal-rate, Resistivity, Barrier Protection (Plasma Blast) and taken straight from the value in the games data, so what you see IS what the values are in game. On top of that we’re adding as many stats that are relevant to each functional cubes and displaying all of these stats on a new stat window in game. Diminishing Returns, Overclocking, Max Speed when Overburdened, Carrying Mass per Wheel, etc. all exposed and all displayed to you. All of these values will be read in from the cloud from data that is generated from the same database we use to balance it all in game so all should match up perfectly all the time.
Geek Out On Stats

For the first time ever in Robocraft, here are most of the numbers:

(CLICK HERE FOR FULL SIZE)





NB: CPU, Robot Ranking, Heal-rates, Resistivity and Barrier Protection are not on this sheet as they are taken from the cubes themselves and would have taken me virtually an entire day to pull into a fancy table for you, so instead I gave you absolutely all numbers I could give you quickly.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL
ROBOCRAFT WILL BE RESPAWNED IN
5 DAYS TIME
SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Stat Overload

You want to know the stats, you’ve been asking us for it for ages. You’ve also been frustrated when stats shown in game sometimes don't match the cubes. We’ve overhauled this too. So, first the core stats of Mass, CPU, Robot Ranking, Heal-rate, Resistivity, Barrier Protection (Plasma Blast) and taken straight from the value in the games data, so what you see IS what the values are in game. On top of that we’re adding as many stats that are relevant to each functional cubes and displaying all of these stats on a new stat window in game. Diminishing Returns, Overclocking, Max Speed when Overburdened, Carrying Mass per Wheel, etc. all exposed and all displayed to you. All of these values will be read in from the cloud from data that is generated from the same database we use to balance it all in game so all should match up perfectly all the time.
Geek Out On Stats

For the first time ever in Robocraft, here are most of the numbers:

(CLICK HERE FOR FULL SIZE)





NB: CPU, Robot Ranking, Heal-rates, Resistivity and Barrier Protection are not on this sheet as they are taken from the cubes themselves and would have taken me virtually an entire day to pull into a fancy table for you, so instead I gave you absolutely all numbers I could give you quickly.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL
ROBOCRAFT WILL BE RESPAWNED IN
5 DAYS TIME
SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


MASSIVE MECHANICS, PHYSICS AND BALANCE CHANGES

This reveal today is Epic! With this launch we have also made many many improvements to game mechanics, destruction models, physics, and balancing. So, here goes…

HEAL-RATE

A huge change to the Nano Disruptor’s healing. Every cube in the game will have - at the launch of the new meta - a ‘heal rate’ value. This rate is a value that increases the ‘health per second’ rate of your nano (or decreases it) depending on the type of cube you are healing. Armor, Rotors, Aerofoils and Tank Tracks will heal a massive 2-3 times faster, whereas Electroplate Armor will heal almost 2-3 times slower than before.

PLASMA DAMAGE MODEL

The Plasma Damage model has been reworked and the now infamous ‘Anti Gunbrella’ reworked. The Plasma Blast now uses data that defines how much of the blast will pass through to the Chassis cubes underneath based on the shape of the object that the blast hits. So if your Plasma hits a Tank Track, virtually 100% of all damage will be absorbed by the track and very little passed through to the cubes underneath, whereas if the Plasma blast hits an SMG more of the blast will pass through to the cubes underneath due to the shape of the weapon.

RESISTIVITY

Another new damage modelling mechanic. Rail Cannons and Tesla Blades are now the only weapons that ‘conduct’ damage through functional cubes directly to the Chassis they are connected to. Each cube and component in the game will now have a value called ‘Resistivity’ which will determine how much of the Rail/Tesla damage passes through to the Chassis. Electroplate, Tanks Tracks and Rotors will have very high resistivity (i.e. low conductivity), whereas SMG’s, Wheels and Aerofoils for example will have low resistivity (i.e. high conductivity).

PROTONIVITY

This is yet another new damage modelling mechanic. It simply acts as a multiplier on your weapons damage vs. Protonium Crystals. SMG and Nano will have 100% Protonivity, Plasma will have 230% (needed this in test to allow Plasma to destroy Protonium effectively enough), and Rail 130%. Tesla will have 10%, so rushing the Reactor with 500 Tesla’s on your bot will mostly just get you killed pretty quickly.

ARMOR

Firstly, all armor is having a flat 20% buff. Then, Cube, Inner, Prism and Tetra shapes will have different armor values at 100%, 97.5%, 95%, and 92.5% of the buffed armor value respectively. They also have different heal-rates too with Tetra’s healing slightly faster than Cubes for example. With Inner’s being lighter than cubes, but with less armor and a faster heal-rate, and Prism’s and Tetra’s having less connections, you have a complex task ahead of you engineer the perfect Robot Chassis.

PROGRESSION

We are making a key change to the progression on the Tech Tree. Only Armor will be able to be unlocked with Tier-minus-1 TP. We are making this change to prevent ‘gun rushing’ through to T10 as some players reported getting from T1 to T10 in under 10 hours play (this is supposed to take weeks). We hope this will also reduce the prevalence of ‘glass cannons’ in game since users will need at least 100-200 armor cubes in the correct Tier to ‘Tier Up’. With this change we are reducing the RP cost of all Armor by a massive 20% so that it’s easier to get the Armor you need to Tier Up.

WHEEL PHYSICS OVERHAUL

Wheels were getting very unstable under overclocking, and we really wanted wheels to be able to go silly speeds when massively Overclocked and combined with forward Thrusters, so we’ve spent some time reworking the wheel physics. Wheels now accelerate/decelerate cleanly (as opposed to creating random wheelies when you didn’t expect/want them). Sideways friction of tyres has been reduced allowing some sliding sideways when turning corners quickly, reducing the likelihood of flipping/rolling on tight turns at speed and providing some really nice almost rally style drifting when you get the balance right. Forward friction and friction when stopped has been improved to help hill climbing and holding steady when trying to take that Rail shot. The mass of wheels has been increased quite a bit lowering the centre of mass of your Robot and helping to ground it at speed.

HOVER PHYSICS CHANGES

Hoverblades have had some rework to. The main objective was to make ‘weight’ make a difference to max speed. Don’t worry, we didn’t nail the speed of Hovers into the ground when super tanky but you will notice the smaller lighter Hovers moving faster than you if you are fully laden - assuming you’ve got the same amount of forward Thrusters. Hovers will remain the fastest way to get around the ground in the vast majority of cases - assuming you can build good Hovers that is. We’ve done some more work to improve stability of Hovers, particularly aiming to reduce the ‘wobbling’ you get sometimes. Mega Hovers have been given a significant boost of ‘hover force’ so you can carry larger Megabots with them too.

OVERCLOCKING AND CONTROLLING SPEED

In general all functional cubes now have much more of a link to the Overclocker to determine their speed. Thrusters will make Wheels, Hovers, Aerofoils, Walker Legs and Rotors go faster, but only by ‘so much’, but adding Thrusters and Overclocking your Robot to max level will get you going much faster than those who have not Overclocked. In general Robots will start the battle a little bit slower than they currently are (aside from Tanks) and will Overclock to speeds much higher than current speeds in game.

WHERE ARE THE STATS?

Yes, I hear you say, where are the stats, I want actual values. Tomorrow we’ll give you a stat overload, so stay tuned.



STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

6 DAYS TIME

SCHEDULED RELEASE DATE 29TH APRIL 2015
Robocraft - Drognin


MASSIVE MECHANICS, PHYSICS AND BALANCE CHANGES

This reveal today is Epic! With this launch we have also made many many improvements to game mechanics, destruction models, physics, and balancing. So, here goes…

HEAL-RATE

A huge change to the Nano Disruptor’s healing. Every cube in the game will have - at the launch of the new meta - a ‘heal rate’ value. This rate is a value that increases the ‘health per second’ rate of your nano (or decreases it) depending on the type of cube you are healing. Armor, Rotors, Aerofoils and Tank Tracks will heal a massive 2-3 times faster, whereas Electroplate Armor will heal almost 2-3 times slower than before.

PLASMA DAMAGE MODEL

The Plasma Damage model has been reworked and the now infamous ‘Anti Gunbrella’ reworked. The Plasma Blast now uses data that defines how much of the blast will pass through to the Chassis cubes underneath based on the shape of the object that the blast hits. So if your Plasma hits a Tank Track, virtually 100% of all damage will be absorbed by the track and very little passed through to the cubes underneath, whereas if the Plasma blast hits an SMG more of the blast will pass through to the cubes underneath due to the shape of the weapon.

RESISTIVITY

Another new damage modelling mechanic. Rail Cannons and Tesla Blades are now the only weapons that ‘conduct’ damage through functional cubes directly to the Chassis they are connected to. Each cube and component in the game will now have a value called ‘Resistivity’ which will determine how much of the Rail/Tesla damage passes through to the Chassis. Electroplate, Tanks Tracks and Rotors will have very high resistivity (i.e. low conductivity), whereas SMG’s, Wheels and Aerofoils for example will have low resistivity (i.e. high conductivity).

PROTONIVITY

This is yet another new damage modelling mechanic. It simply acts as a multiplier on your weapons damage vs. Protonium Crystals. SMG and Nano will have 100% Protonivity, Plasma will have 230% (needed this in test to allow Plasma to destroy Protonium effectively enough), and Rail 130%. Tesla will have 10%, so rushing the Reactor with 500 Tesla’s on your bot will mostly just get you killed pretty quickly.

ARMOR

Firstly, all armor is having a flat 20% buff. Then, Cube, Inner, Prism and Tetra shapes will have different armor values at 100%, 97.5%, 95%, and 92.5% of the buffed armor value respectively. They also have different heal-rates too with Tetra’s healing slightly faster than Cubes for example. With Inner’s being lighter than cubes, but with less armor and a faster heal-rate, and Prism’s and Tetra’s having less connections, you have a complex task ahead of you engineer the perfect Robot Chassis.

PROGRESSION

We are making a key change to the progression on the Tech Tree. Only Armor will be able to be unlocked with Tier-minus-1 TP. We are making this change to prevent ‘gun rushing’ through to T10 as some players reported getting from T1 to T10 in under 10 hours play (this is supposed to take weeks). We hope this will also reduce the prevalence of ‘glass cannons’ in game since users will need at least 100-200 armor cubes in the correct Tier to ‘Tier Up’. With this change we are reducing the RP cost of all Armor by a massive 20% so that it’s easier to get the Armor you need to Tier Up.

WHEEL PHYSICS OVERHAUL

Wheels were getting very unstable under overclocking, and we really wanted wheels to be able to go silly speeds when massively Overclocked and combined with forward Thrusters, so we’ve spent some time reworking the wheel physics. Wheels now accelerate/decelerate cleanly (as opposed to creating random wheelies when you didn’t expect/want them). Sideways friction of tyres has been reduced allowing some sliding sideways when turning corners quickly, reducing the likelihood of flipping/rolling on tight turns at speed and providing some really nice almost rally style drifting when you get the balance right. Forward friction and friction when stopped has been improved to help hill climbing and holding steady when trying to take that Rail shot. The mass of wheels has been increased quite a bit lowering the centre of mass of your Robot and helping to ground it at speed.

HOVER PHYSICS CHANGES

Hoverblades have had some rework to. The main objective was to make ‘weight’ make a difference to max speed. Don’t worry, we didn’t nail the speed of Hovers into the ground when super tanky but you will notice the smaller lighter Hovers moving faster than you if you are fully laden - assuming you’ve got the same amount of forward Thrusters. Hovers will remain the fastest way to get around the ground in the vast majority of cases - assuming you can build good Hovers that is. We’ve done some more work to improve stability of Hovers, particularly aiming to reduce the ‘wobbling’ you get sometimes. Mega Hovers have been given a significant boost of ‘hover force’ so you can carry larger Megabots with them too.

OVERCLOCKING AND CONTROLLING SPEED

In general all functional cubes now have much more of a link to the Overclocker to determine their speed. Thrusters will make Wheels, Hovers, Aerofoils, Walker Legs and Rotors go faster, but only by ‘so much’, but adding Thrusters and Overclocking your Robot to max level will get you going much faster than those who have not Overclocked. In general Robots will start the battle a little bit slower than they currently are (aside from Tanks) and will Overclock to speeds much higher than current speeds in game.

WHERE ARE THE STATS?

Yes, I hear you say, where are the stats, I want actual values. Tomorrow we’ll give you a stat overload, so stay tuned.



STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

6 DAYS TIME

SCHEDULED RELEASE DATE 29TH APRIL 2015
Robocraft - Drognin


(Note: For a better formated version of this data, click here)

Overclocking Functional Cubes
Below is a list of Functional Cubes that Overclock, what aspects of them Overclock, and how much they Overclock by at max Overclock (Level 13):

MOVEMENT

Wheels
Max Speed Overclocked to 180%

Caterpillar Tracks
Max Speed Overclocked to 170%

Hover Blade
Max Speed Overclocked to 160%
NB: Hovers will be strong early game due to their speed, Wheels and Tanks will catch up ‘late game’

Walker Legs
Jump Height Overclocked to 280%
NB: We’ve created jumps in test that cover nearly half the map when combined with Overclocked Thrusters and good piloting skills, very fun :)
Max Carrying Mass Overclocked to 200%
NB: Max Carrying Mass ensures that tanky Walkers travel full speed and stick to rocks much better in ‘late game’

Ski's
Do not Overclock

Thrusters
Max Speed Overclocks to 160%

Helium
Does not Overclock

Aerofoils
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rudders
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rotors
Max Speed Overclocks to 150%

DEFENSE

Armor
Does not Overclock

Electroplate
Cooldown Time Overclocks to 40% of current cooldown time

WEAPONS

SMG
Near Damage Overclocks to 180%
Far Damage Overclocks to 130%

Rail
Damage Overclocks to 130%
Shot Cooldown Overclocks to 40% of current delay time

Plasma
Fire Rate Overclocks to 60% of current reload time
Blast Radius Overclocks to 120%

Nano
Heal Rate Overclocks to 120%
Range Overclocks to 120%
Damage Rate Overclocks to 160%

Tesla
Does not Overclock

SPECIAL

Radar
Detection Power Overclocks to 160%

Jammer
Jamming Power Overclocks to 160%

Receiver
Range Overclocks to 160%

Headlamp
Does not Overclock

Regarding all Overclock values: The % that all functional cubes Overclock is currently linear from 100%-X% from Overclock Level 1 to Level 13. All of these values are in Robocloud and as with everything else we can make balance changes to these quickly without needing to launch a new client which should allow us to balance things quicker.

Passive Overclocking
Yesterday we revealed that capturing Fusion Towers will give your team passive Overclocking, but we reported that it was 2 Clock Cycles per Tower per Second. This was incorrect and is actually 250 Clock Cycles per Tower per Second (for all team members that are alive)

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

7 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015

Robocraft - Drognin


(Note: For a better formated version of this data, click here)

Overclocking Functional Cubes
Below is a list of Functional Cubes that Overclock, what aspects of them Overclock, and how much they Overclock by at max Overclock (Level 13):

MOVEMENT

Wheels
Max Speed Overclocked to 180%

Caterpillar Tracks
Max Speed Overclocked to 170%

Hover Blade
Max Speed Overclocked to 160%
NB: Hovers will be strong early game due to their speed, Wheels and Tanks will catch up ‘late game’

Walker Legs
Jump Height Overclocked to 280%
NB: We’ve created jumps in test that cover nearly half the map when combined with Overclocked Thrusters and good piloting skills, very fun :)
Max Carrying Mass Overclocked to 200%
NB: Max Carrying Mass ensures that tanky Walkers travel full speed and stick to rocks much better in ‘late game’

Ski's
Do not Overclock

Thrusters
Max Speed Overclocks to 160%

Helium
Does not Overclock

Aerofoils
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rudders
Max Speed Overclocks to 160%
Max Ceiling Overclocks to 130%

Rotors
Max Speed Overclocks to 150%

DEFENSE

Armor
Does not Overclock

Electroplate
Cooldown Time Overclocks to 40% of current cooldown time

WEAPONS

SMG
Near Damage Overclocks to 180%
Far Damage Overclocks to 130%

Rail
Damage Overclocks to 130%
Shot Cooldown Overclocks to 40% of current delay time

Plasma
Fire Rate Overclocks to 60% of current reload time
Blast Radius Overclocks to 120%

Nano
Heal Rate Overclocks to 120%
Range Overclocks to 120%
Damage Rate Overclocks to 160%

Tesla
Does not Overclock

SPECIAL

Radar
Detection Power Overclocks to 160%

Jammer
Jamming Power Overclocks to 160%

Receiver
Range Overclocks to 160%

Headlamp
Does not Overclock

Regarding all Overclock values: The % that all functional cubes Overclock is currently linear from 100%-X% from Overclock Level 1 to Level 13. All of these values are in Robocloud and as with everything else we can make balance changes to these quickly without needing to launch a new client which should allow us to balance things quicker.

Passive Overclocking
Yesterday we revealed that capturing Fusion Towers will give your team passive Overclocking, but we reported that it was 2 Clock Cycles per Tower per Second. This was incorrect and is actually 250 Clock Cycles per Tower per Second (for all team members that are alive)

STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

7 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015

Robocraft - Drognin


Overclocker

Over today and tomorrow we will reveal details about the Overclocker. The Overclocker is a major new feature that increases the power of your Robot during the course of a battle by Overclocking all of its functional components.



Overclocker Advancement

The Overclocker has 13 Levels; You start every battle at Level 1 and ‘Level Up’ your Overclocker by earning ‘Clock Cycles’. At each new Overclock Level your Robot will get more powerful. Today we will focus on the Overclocker HUD and how you earn Clock Cycles, and tomorrow we will go into detail on how each functional cube Overclocks and by how much.

Overclock HUD

The new main game mode of Robocraft will feature a new HUD UI element in the bottom left corner of the screen beneath the Chat Console.

It features:

> SCU Avatar – showing which SCU you have selected (in future there will be many)
> Current Health – the health of your SCU*
> Overclock Level – Your current Overclock Level
> Level Progress – Your progress towards the next Overclock Level
> Clock Cycles – A small number that shows how many Clock Cycles you just earned

*Conceptually, the character that sits in the seat of your Robot is a Supercomputer. He is a power source, processor and set of advanced programs all combined into a powerful avatar. When the Robot he is connected to is damaged, his health is reduced. When he has no functional cubes left connected to him, then he is dead.

Clock Cycles

You earn Clock Cycles in battle for most combat related activities. Each type of activity gives a different reward as follows:

Damage (per CPU destroyed)*
100 Clock Cycles

Damage …in Protection
100 Clock Cycles

Damage …in Defence**
500 Clock Cycles

Kill
100,000 Clock Cycles

Assist
75,000 Clock Cycles

Heal (per CPU healed)
150 Clock Cycles

Heal 100% Max***
75,000 Clock Cycles

Protonium (per Crystal)
1,000 Clock Cycles

Scout****
5,000 Clock Cycles

Spot****
5,000 Clock Cycles

Fusion Towers (per Tower, per Second)
2 Clock Cycles

*If you sever a whole chunk of cubes by taking out a critical connecting cube, you are awarded Clock Cycles for all of the cubes that were removed per CPU removed

**Any destruction of an enemy inside your Fusion Shield or within close vicinity of the Base that is damaged gives the normal Damage Clock Cycles as well as this extra ‘In Protection’ reward. This is a key reward. If you get stray enemies attempting to Base Rush too early, and if you can prevent the rush, you will have earned a significant amount of additional Clock Cycles. Defending has it’s rewards :)

***The ‘Heal Max’ reward is is a kind of Assist for Medics. For each Ally that you heal from <100% to a Max 100% you get this reward. You can only get it for each Ally once per respawn. This is designed to encourage Medics to keep their eyes peeled and keep their entire team alive. Each Medic can get 1 Heal Max per Ally per Respawn.

****Scout and Spot bonuses have been split. Enemy Radars provide ‘Scouts’ and pressing ‘Q’ provides ‘Spots’. Jammers prevent ‘Scouts’ sometimes.

Overclock Differentiators

There are two mechanics that multiply up or down the amount of Clock Cycles you earn from combat activities:

Overclock Differentiator

If your opponents Overclock Level is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Overclock Level is lower than yours you will earn more Clock Cycles from healing him

CPU Differentiator

If your opponents Robot CPU (when at max health) is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Robot CPU (when at max health) is higher than yours you will earn less Clock Cycles from healing him and vice versa
Level Clock Cycle Requirements

Below are the Clock Cycle totals required to reach each Overclock Level:

Level 2
120,000 (120,000 Total)

Level 3
135,600 (255,600 Total)

Level 4
153,228 (408,828 Total)

Level 5
173,148 (581,976 Total)

Level 6
195,657 (777,632 Total)

Level 7
221,092 (998,725 Total)

Level 8
249,834 (1,248,559 Total)

Level 9
282,313 (1,530,872 Total)

Level 10
319,013 (1,849,885 Total)

Level 11
360,485 (2,210,370 Total)

Level 12
407,348 (2,617,718 Total)

Level 13
460,303 (3,078,021 Total)

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

8 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
Robocraft - Drognin


Overclocker

Over today and tomorrow we will reveal details about the Overclocker. The Overclocker is a major new feature that increases the power of your Robot during the course of a battle by Overclocking all of its functional components.



Overclocker Advancement

The Overclocker has 13 Levels; You start every battle at Level 1 and ‘Level Up’ your Overclocker by earning ‘Clock Cycles’. At each new Overclock Level your Robot will get more powerful. Today we will focus on the Overclocker HUD and how you earn Clock Cycles, and tomorrow we will go into detail on how each functional cube Overclocks and by how much.

Overclock HUD

The new main game mode of Robocraft will feature a new HUD UI element in the bottom left corner of the screen beneath the Chat Console.

It features:

> SCU Avatar – showing which SCU you have selected (in future there will be many)
> Current Health – the health of your SCU*
> Overclock Level – Your current Overclock Level
> Level Progress – Your progress towards the next Overclock Level
> Clock Cycles – A small number that shows how many Clock Cycles you just earned

*Conceptually, the character that sits in the seat of your Robot is a Supercomputer. He is a power source, processor and set of advanced programs all combined into a powerful avatar. When the Robot he is connected to is damaged, his health is reduced. When he has no functional cubes left connected to him, then he is dead.

Clock Cycles

You earn Clock Cycles in battle for most combat related activities. Each type of activity gives a different reward as follows:

Damage (per CPU destroyed)*
100 Clock Cycles

Damage …in Protection
100 Clock Cycles

Damage …in Defence**
500 Clock Cycles

Kill
100,000 Clock Cycles

Assist
75,000 Clock Cycles

Heal (per CPU healed)
150 Clock Cycles

Heal 100% Max***
75,000 Clock Cycles

Protonium (per Crystal)
1,000 Clock Cycles

Scout****
5,000 Clock Cycles

Spot****
5,000 Clock Cycles

Fusion Towers (per Tower, per Second)
2 Clock Cycles

*If you sever a whole chunk of cubes by taking out a critical connecting cube, you are awarded Clock Cycles for all of the cubes that were removed per CPU removed

**Any destruction of an enemy inside your Fusion Shield or within close vicinity of the Base that is damaged gives the normal Damage Clock Cycles as well as this extra ‘In Protection’ reward. This is a key reward. If you get stray enemies attempting to Base Rush too early, and if you can prevent the rush, you will have earned a significant amount of additional Clock Cycles. Defending has it’s rewards :)

***The ‘Heal Max’ reward is is a kind of Assist for Medics. For each Ally that you heal from <100% to a Max 100% you get this reward. You can only get it for each Ally once per respawn. This is designed to encourage Medics to keep their eyes peeled and keep their entire team alive. Each Medic can get 1 Heal Max per Ally per Respawn.

****Scout and Spot bonuses have been split. Enemy Radars provide ‘Scouts’ and pressing ‘Q’ provides ‘Spots’. Jammers prevent ‘Scouts’ sometimes.

Overclock Differentiators

There are two mechanics that multiply up or down the amount of Clock Cycles you earn from combat activities:

Overclock Differentiator

If your opponents Overclock Level is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Overclock Level is lower than yours you will earn more Clock Cycles from healing him

CPU Differentiator

If your opponents Robot CPU (when at max health) is higher than yours you will earn more Clock Cycles from damaging/killing/spotting him and vice versa
If your ally’s Robot CPU (when at max health) is higher than yours you will earn less Clock Cycles from healing him and vice versa
Level Clock Cycle Requirements

Below are the Clock Cycle totals required to reach each Overclock Level:

Level 2
120,000 (120,000 Total)

Level 3
135,600 (255,600 Total)

Level 4
153,228 (408,828 Total)

Level 5
173,148 (581,976 Total)

Level 6
195,657 (777,632 Total)

Level 7
221,092 (998,725 Total)

Level 8
249,834 (1,248,559 Total)

Level 9
282,313 (1,530,872 Total)

Level 10
319,013 (1,849,885 Total)

Level 11
360,485 (2,210,370 Total)

Level 12
407,348 (2,617,718 Total)

Level 13
460,303 (3,078,021 Total)

NB: These values, as with all values in the new metagame can be changed from Robocloud by Freejam. So we can make a change to the balance of the game within minutes without forcing a new client update.


STAY TUNED HERE EACH DAY AND WE WILL REVEAL IT ALL

ROBOCRAFT WILL BE RESPAWNED IN

8 DAYS TIME

SCHEDULED RELEASE DATE 29th APRIL 2015
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