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* ColorCodedItemTiers: Originally, the various tiers of armour cubes were colour-coded in a fairly arbitrary manner, but when the tier system was scrapped, the game reverted to the standard Grey-Green-Blue-Purple-Orange rarities.



* CompetitiveBalance: The bots are sorted by their CPU level. The more and/or "heavier" parts your robot has, the higher it's CPU level will be. Also, the more CPU robot has, the less it's energy reserve is.

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* CompetitiveBalance: The bots are sorted by their CPU level. The more and/or "heavier" parts your robot has, the higher it's its CPU level will be. Also, the more CPU robot has, the less it's energy reserve is.



*** Proto-Seeker is fast-firing weapon with homing projectiles, instant target lock, additional damage against electroshields and it drains very little energy, but it's heavy, has a short lock-on range, eats lots of CPU and does very little damage.

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*** Proto-Seeker is a fast-firing weapon with homing projectiles, instant target lock, additional damage against electroshields and it drains very little energy, but it's heavy, has a short lock-on range, eats lots of CPU and does very little damage.



*** Tracks are tough and give you decent speed and maneuverability, but they are big and therefore easy to hit.

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*** Tracks are tough and give you decent speed and maneuverability, manoeuvrability, but they are big and therefore easy to hit.



* DeathOfAThousandCuts: Possible by killing enemy with low-damage SMG's or proto-seekers.

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* DeathOfAThousandCuts: Possible by killing an enemy with low-damage SMG's [=SMGs=] or proto-seekers.



** As of May 2017, these have all been scrapped, and your robot now comes with this as standard, along with a "Windowmaker" module that can briefly show you the positions of everyone on the map.



* GameBreakingInjury: [[DownplayedTrope Downplayed]] : Depending on how your robot works, getting certain cubes shot off can put you in some... ''interesting'' situations. Losing enough wheels or thrusters can severely hamper your movement, losing your aerofoils and rudders can make it damn near impossible to fly straight, losing all your guns prevents you from returning fire, and so on. It's not uncommon to lose all means of mobility and get stranded. However, the auto-regen mechanism allows you to get back to full health if you're left alone for long enough.
* GatlingGood: The Chain Shredder.

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* GameBreakingInjury: [[DownplayedTrope Downplayed]] : Downplayed]]. Depending on how your robot works, getting certain cubes shot off can put you in some... ''interesting'' situations. Losing enough wheels or thrusters can severely hamper your movement, losing your aerofoils and rudders can make it damn near impossible to fly straight, losing all your guns prevents you from returning fire, and so on. It's not uncommon to lose all means of mobility and get stranded. However, the auto-regen mechanism allows you to get back to full health if you're left alone for long enough.
* GatlingGood: The Chain Shredder.Shredder, and later is smaller variant the Chain Splitter.



* GrenadeLauncher[=/=]PlasmaCannon: The Plasma Launcher is [[MeaningfulName quite obviously]] fusion of the two, lobbing plasma globs that explode violently on impact. Very good at taking out whole chunks of robot. though electroplates can tank them easily enough. They take a few seconds to recharge after each salvo.

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* GrenadeLauncher[=/=]PlasmaCannon: The Plasma Launcher is [[MeaningfulName quite obviously]] a fusion of the two, lobbing plasma globs that explode violently on impact. Very good at taking out whole chunks of robot. robot, though electroplates Electroplates can tank them easily enough. They take a few seconds to recharge after each salvo.



* NoOntologicalInertia: Done quite literally. If by losing a cube the bot is split into two or more parts, only the part with more CPU stays while the rest is immedialy destroyed.

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* NoOntologicalInertia: Done quite literally. If by losing a cube the bot is split into two or more parts, only the part with more CPU stays while the rest is immedialy immediately destroyed.



* OrbitalBombardment: The goal of normal mode is to charge the Annihilator weapon of the team's spaceship, so it can blow the enemy's reactor up with a single shot. Also, your mothership can fire a powerful Electromangnetic Pulse, if you equip your robot with the EMP Module and use it to designate the target area.

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* OrbitalBombardment: The goal of normal mode is to charge the Annihilator weapon of the team's spaceship, so it can blow the enemy's reactor up with a single shot. Also, your mothership can fire a powerful Electromangnetic Electromagnetic Pulse, if you equip your robot with the EMP Module and use it to designate the target area.
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* DeathOfAThousandCuts: Possible by killing enemy with low-damage SMG's or proto-seekers.
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* CompetitiveBalance: The bots are sorted by their CPU level. The more and/or "heavier" parts your robot has, the higher it's CPU level will be.

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* CompetitiveBalance: The bots are sorted by their CPU level. The more and/or "heavier" parts your robot has, the higher it's CPU level will be. Also, the more CPU robot has, the less it's energy reserve is.



* HomingProjectile: As long as the Missile Launcher stays locked on to a target, its missiles will hit something. The Proto-Seeker bullers are similar in this, but they have limited homing abilities and tend to miss if fired at extreme angles in short-range fights.

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* HomingProjectile: As long as the Missile Launcher stays locked on to a target, its missiles will hit something. The Proto-Seeker bullers bullets are similar in this, but they have limited their homing abilities are limited and they tend to miss if fired at extreme angles in short-range fights.
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* VS AI : spawns you on one of the maps against AI-controlled robots to fight in a Basic Mode copy. You can get random item Crates in this mode.

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* VS AI : spawns you on one of the maps against AI-controlled robots to fight in a Basic Mode Team Deathmatch copy. You can get random item Crates in this mode.

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* AI Bots : spawns you on Birmingham Power Station map against AI-controlled robots to fight in a Basic Mode copy. You can get random item Crates in this mode.
* Basic Mode : two 5-player teams put against each other on a small map. Victory is achieved by either team scoring enough kills (number depends on the players CPU levels). Unlike Elimination, this mode does feature respawn.
* Normal Mode : game mode with respawn where two teams are put against each other. Victory is achieved by charging your Annihilator orbital weapon before the enemy does the same with their one. Each player's score at the end of the game decides whether their League ranking and MMR (Matchmaking Rating) will increase, stay the same, or decrease.

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* VS AI Bots : spawns you on Birmingham Power Station map one of the maps against AI-controlled robots to fight in a Basic Mode copy. You can get random item Crates in this mode.
* Basic Mode Team Deathmatch : two 5-player teams put against each other on a small map. Victory is achieved by either team scoring enough kills (number depends on the players CPU levels). Unlike Elimination, some of the the Brawls, this mode does feature respawn.
* Normal Mode Battle Arena : game mode with respawn where two teams are put against each other. Victory is achieved by charging your Annihilator orbital weapon before the enemy does the same with their one. Each player's score at the end of the game decides whether their League ranking and MMR (Matchmaking Rating) will increase, stay the same, or decrease.decrease.
* League Arena : Almost identical to the Battle Arena, except better rewards, double experience earning and presence of the League rating, which, much like the MMR, can increase, stay the same, or decrease, depending on the result of battle.



* AdamSmithHatesYourGuts: While armor cubes cost only 10 RP, functional parts' cost increase exponentially as you level up. For instance, the low ranking "wasp" variant of the game's SMG cost only 900 RP, but the high-ranking "disintegrator" variant costs almost ''one million''.

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* AdamSmithHatesYourGuts: While armor basic chassis cubes cost only 10 RP, Robits, functional parts' cost increase exponentially as you level up. For instance, the low ranking "wasp" "Wasp" variant of the game's SMG cost only 900 RP, 400 Robits, but the high-ranking "disintegrator" "Leviathan" variant costs almost ''one million''.''more than a hundred thousands''.



** Many early Megabot builds fall into this trope due to many players adopting a "charge in headfirst and crush everything" playstyle, which sounds good on paper but fails utterly in practice because not only are Megabots giant and slow, but the ''other'' team has one too and it will not hesitate to mow you down with the help of his teammates. Humongous death machine or not, you still need teamwork to win!

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** Many early Megabot builds fall fell into this trope due to many players adopting a "charge in headfirst and crush everything" playstyle, which sounds good on paper but fails utterly in practice because not only are Megabots giant and slow, but the ''other'' team has one too and it will not hesitate to mow you down with the help of his teammates. Humongous death machine or not, you still need teamwork to win!



* BlastingItOutOfTheirHands: Selective destruction of the enemy's weaponry is a viable tactic; if he loses all his guns, then he can't fire back. This is doubly crippling for Rail Cannon users, as losing a cannon that was charged causes the charge to be lost and thus forcing a sooner recharge, which is very bad for them if you're keeping on the pressure.

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* BlastingItOutOfTheirHands: Selective destruction of the enemy's weaponry is a viable tactic; if he loses all his guns, then he can't fire back. This is doubly crippling for Rail Cannon users, as losing a cannon that was charged causes the charge to be lost and thus forcing a sooner recharge, which is very bad for them if you're keeping on the pressure.



* ComebackMechanic: In Normal Mode, if the losing team destroys the Protonite Core, their superweapon's charging percentage will become equal to the winning team's.

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* ComebackMechanic: In Normal Mode, Batlle and League Arenas, if the losing team destroys the Protonite Core, their superweapon's charging percentage will become equal to the winning team's.



*** Aeroflak cannons are excellent against air units, due to their shells exploding when near to an airborne bot (whether due to simply flying, hovering too high, jumping, or falling). However, they have to hit ground targets directly, and the shell does half damage to them.
*** Tesla Blades do a ''massive'' amount of damage and do not consume energy. They are also easily destroyed, so stealth and/or flanking is required.
*** Proto-Seeker is fast-firing weapon with homing projectiles and instant target lock, drains very little energy, but it's heavy, has a short lock-on range, eats lots of CPU and does very little damage.
*** Lock-on Missile Launcher fires pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to flying strange trajectories, which makes hard to hit fast-moving targets. It also warns a target during the lock-on sequence, giving away its user and allowing target to escape.

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*** Aeroflak cannons are excellent against air units, due to their shells exploding when near to an airborne bot (whether due to simply flying, hovering too high, jumping, or falling). falling) and temporarily increasing in damage if you manage to score hits against flying targets in quick succession. However, they have to hit ground targets directly, and the shell does half of basic damage to them.
*** Tesla Blades do a ''massive'' amount of damage and do not consume little energy. They are also easily destroyed, so stealth and/or flanking is required.
*** Proto-Seeker is fast-firing weapon with homing projectiles and projectiles, instant target lock, additional damage against electroshields and it drains very little energy, but it's heavy, has a short lock-on range, eats lots of CPU and does very little damage.
*** Lock-on Missile Launcher fires pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six several shots, and rockets are very somewhat prone to flying strange trajectories, which makes hard to hit fast-moving targets. It also warns a target during the lock-on sequence, giving away its user and allowing target to escape.



*** Insect legs allow you to climb mountains, but they are available only at higher tiers and are not as fast as other options.
*** Mech legs have good mobility and immense durability, but don't increase in speed like Tank Tracks do.
*** Sprinter legs allow you to move at high speeds and have a unique forward-leap ability, but it comes at price of stopping for a short time after the leap and having less shielding than Mech Legs.

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*** Insect legs allow you to climb mountains, mountains or even cling to walls or ceilings, but they are available only at higher tiers and are not as fast as other options.
options and are not very durable.
*** Mech legs have good mobility and and, thanks to built-in electroshields immense durability, but don't increase in speed like Tank Tracks do.
*** Sprinter legs allow you to move at high speeds and have a unique forward-leap ability, but it comes at price of stopping for a short time after the leap and having less shielding than lacking electroshields like those of the Mech Legs.



** The overall effectiveness of your weapons peaks at having as many of them, as stated in theirs nominal count.

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** The overall effectiveness of your weapons peaks at having as many of them, as stated in theirs their nominal count.



* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit, Team Deathmatch and single player mode where respawn times are extremely short. Averted in Brawl; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as time elapsed and your overclocking level increases.
* DeathOfAThousandCuts: Possible by killing enemy with low-damage SMG's or proto-seekers.
* DeflectorShields: Electroplates can be placed onto your robot to serve as these. They are very useful for blocking Plasma and Rails, though a bit less effective versus [=SMG=]s. Beware however: once an electroplate takes too much damage, its shield shuts down and has to recharge, during which time it can be blown off entirely if you don't hide. There's also a shield module, which projects a disc-shaped smaller version of the base's fusion shield, that lasts for five seconds.

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* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit, Team Deathmatch and single player VS AI mode where respawn times are extremely short. Averted in Brawl; some of the Brawls; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] Downplayed in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as Arenas, where respawn time elapsed and your overclocking level increases.
* DeathOfAThousandCuts: Possible by killing enemy with low-damage SMG's or proto-seekers.
is set at 15 seconds.
* DeflectorShields: Electroplates Electroshields can be placed onto your robot to serve as these. They are very useful for blocking Plasma and Rails, though a bit less effective versus [=SMG=]s. Beware however: once an electroplate electroshield takes too much damage, its shield shuts down and has to recharge, during which time it can be blown off entirely if you don't hide. There's also a shield module, which projects a disc-shaped smaller version of the base's fusion shield, that lasts for five seconds.



** Nano Disruptors are also this. They fire a continuous, auto-targeting beam that heals allies but does no damage to the enemies or crystals. It's also very short-ranged.

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** Nano Disruptors are also this. They fire a continuous, auto-targeting continuous beam that heals allies but does no damage to the enemies or crystals. It's also very short-ranged.



* OrbitalBombardment: The goal of normal mode is to charge the Annihilator weapon of the team's spaceship, so it can blow the enemy's reactor up with a single shot. Also, your mothership can fire a powerful Electromangnetic Pulse, if you equip your robot with the EMP Module and use it to designate the target.

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* OrbitalBombardment: The goal of normal mode is to charge the Annihilator weapon of the team's spaceship, so it can blow the enemy's reactor up with a single shot. Also, your mothership can fire a powerful Electromangnetic Pulse, if you equip your robot with the EMP Module and use it to designate the target.target area.



** In Normal Mode, a battle always end with the losing team's reactor violently exploding.

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** In Normal Mode, Battle and League Arenas, a battle always end with the losing team's reactor violently exploding.
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* ShoutOut: Emperor Fanelli and Lord Adsoy's duel is very similar to the fight between Emperor Palpatine and the Darth Vader at the end of the [[ReturnOfTheJedi Return of the Jedi]].

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* ShoutOut: Emperor Fanelli and Lord Adsoy's duel is very similar to the fight between Emperor Palpatine and the Darth Vader at the end of the [[ReturnOfTheJedi [[Film/ReturnOfTheJedi Return of the Jedi]].
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* AI Bots : spawns you on Birmingham Power Station map against AI-controlled robots to fight in a Team Deathmatch mode copy. You can get random item Crates in this mode.

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* AI Bots : spawns you on Birmingham Power Station map against AI-controlled robots to fight in a Team Deathmatch mode Basic Mode copy. You can get random item Crates in this mode.

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* Single Player : spawns you on Birmingham Power Station map against AI-controlled robots to fight in a Team Deathmatch mode copy. You can get random item Crates in this mode.
* Team Deathmatch : two 5-player teams put against each other on a small map. Victory is achieved by either team scoring enough kills (number depends on the players CPU levels). Unlike Elimination, this mode does feature respawn.
* Battle arena : game mode with respawn where two teams are put against each other. Victory is achieved by destroying the crystals fixed to the enemy's base.
* League arena : competitive variant of the above, with the same rules except only max ranking robots are allowed to take part. Each player's score at the end of the game decides whether their league ranking will increase, stay the same, or decrease.

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* Single Player AI Bots : spawns you on Birmingham Power Station map against AI-controlled robots to fight in a Team Deathmatch mode copy. You can get random item Crates in this mode.
* Team Deathmatch Basic Mode : two 5-player teams put against each other on a small map. Victory is achieved by either team scoring enough kills (number depends on the players CPU levels). Unlike Elimination, this mode does feature respawn.
* Battle arena Normal Mode : game mode with respawn where two teams are put against each other. Victory is achieved by destroying charging your Annihilator orbital weapon before the crystals fixed to the enemy's base.
* League arena : competitive variant of the above, with
enemy does the same rules except only max ranking robots are allowed to take part. with their one. Each player's score at the end of the game decides whether their league League ranking and MMR (Matchmaking Rating) will increase, stay the same, or decrease.



The game is currently in the late Alpha stages and is constantly being worked on, and it was recently greenlit on UsefulNotes/{{Steam}} where it can be downloaded and played from. You can find the main website [[http://robocraftgame.com/ here]].

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The game is currently in the late Alpha stages Beta stage and is constantly being worked on, and it was recently greenlit on UsefulNotes/{{Steam}} where it can be downloaded and played from. You can find the main website [[http://robocraftgame.com/ here]].



* AChildShallLeadThem: After Lord Adsoy killed Emperor Fanelli, Brotherhood of Q'An, lead by the Child-Emperor J. Bentley-Allen the Liberator (12 years old), took the CF-Alliance's capital under it's control.



* AntiAir: The Flak Cannon.

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* AntiAir: The Flak Cannon.Aeroflak Sentinel and Aeroflak Guardian.



* BladderOfSteel: The new game mode introduced in the Meta Update can last anywhere from 10 to 40 minutes, and quitting is obviously frowned upon.



* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that only the [=SMG=]s and Nano Disruptors can fire endlessly; the Plasma Launcher and Rail Cannon must recharge after use. The Rail Cannons in particular have a pretty long recharge time of 8 seconds.

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* BottomlessMagazines: [[JustifiedTrope Justified]], since all the weapons use energy and not ammunition. It's worth noting however that However, only the [=SMG=]s Laser Wasps, Tesla Slicers and Nano Disruptors can fire endlessly; Menders lack energy consumprion, while rest of the Plasma Launcher weapons and Rail Cannon must recharge after use. The Rail Cannons in particular have a pretty long recharge time modules (except for Weapon Energy Module, which instantly restore 50% of 8 seconds.your energy reserve) will eventually drain out general energy bar.



* CombatMedic: Some people wielding Nano Disruptors will also compliment them with Tesla Blades or other weapons. In addition to healing teammates, these robots can join the battle on their own, though they prefer to stay behind the bot they're healing and use their weaponry only when it's relatively safe (like breaking the protonium crystals on towers in the beginning of the game or finishing off crippled enemies) or when there's no other option (escaping from the enemy without teammate covering you).
* ComebackMechanic: In Battle Arena, if the losing team destroys the Protonite Crystal, their superweapon's charging percentage will become equal to the winning team's.
* CompetitiveBalance: The bots are sorted by theirs CPU level. The more and/or "heavier" parts your robot has, the higher it's CPU level will be.

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* CombatMedic: Some people wielding Nano Disruptors will also compliment them with Tesla Blades or other weapons. In addition to healing teammates, these robots can join the battle on their own, though they prefer to stay behind the bot they're healing and use their weaponry only when it's relatively safe (like breaking the protonium crystals on towers in the beginning of the game or finishing off crippled enemies) enemies or attacking the Protonite Core, when every single shot is important) or when there's no other option (escaping from the enemy without teammate covering you).
* ComebackMechanic: In Battle Arena, Normal Mode, if the losing team destroys the Protonite Crystal, Core, their superweapon's charging percentage will become equal to the winning team's.
* CompetitiveBalance: The bots are sorted by theirs their CPU level. The more and/or "heavier" parts your robot has, the higher it's CPU level will be.



*** Propellers give a slow, but powerful thrust and are mostly used to build either heavy planes or drones.



* EvolvingWeapon: The overclocking system. Everything you do in battle adds points to the overclock bar, which when filled up applies an overclock level and empties back to 0, up to level 15. Those overclock levels make the bot generally more powerful and can go to the point where your barely moving wheel bot at the start of the battle becomes a full blown LightningBruiser towards the end.



* HomingProjectile: As long as the Missile Launcher stays locked on to a target, its missiles will hit something.
* HitScan: [=SMGs=] hit instantaneously despite their visual projectiles having travel time. This makes them amazing at blasting planes and balloon snipers out of the sky.

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* HomingProjectile: As long as the Missile Launcher stays locked on to a target, its missiles will hit something.
* HitScan: [=SMGs=] hit instantaneously despite their visual projectiles having travel time. This makes them amazing at blasting planes
something. The Proto-Seeker bullers are similar in this, but they have limited homing abilities and balloon snipers out of the sky.tend to miss if fired at extreme angles in short-range fights.



* KillSat: Used to be a FanNickname for a robot design that uses helium cubes to levitate itself to a great height (they thus work more like zeppelins than satellites, though they tend to resemble the latter more), then uses Rail Cannons to snipe at enemies. Means of propulsion optional. They no longer exists, but rail copters, being able to snipe enemies from the sky still apply for this trope. Also, your mothership serves as an orbital one if you use the EMP module.

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* KillSat: Used to be a FanNickname for a robot design that uses helium cubes to levitate itself to a great height (they thus work more like zeppelins than satellites, though they tend to resemble the latter more), then uses Rail Cannons to snipe at enemies. Means of propulsion optional. They no longer exists, but rail copters, being able to snipe enemies from the sky still apply for this trope. Also, your mothership serves as an orbital one if you use the EMP module.



* OrbitalBombardment: The goal of normal mode is to charge the Annihilator weapon of the team's spaceship, so it can blow the enemy's reactor up with a single shot. Also, your mothership can fire a powerful Electromangnetic Pulse, if you equip your robot with the EMP Module and use it to designate the target.



* RoyalsWhoActuallyDoSomething: According to the "Daily Robot", Child-Emperor J. Bentley-Allen the Liberator composed his first symphonic opera at the age of five, mastered over a dozen of musical instruments and is also skilled pilot and tactician, who personally planned retaking the capital and led it from his prop-driven plane.



* ShoutOut: Emperor Fanelli and Lord Adsoy's duel is very similar to the fight between Emperor Palpatine and the Darth Vader at the end of the [[ReturnOfTheJedi Return of the Jedi]].



** In Battle Arena, a battle always end with the losing team's reactor violently exploding.

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** In Battle Arena, Normal Mode, a battle always end with the losing team's reactor violently exploding.
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* ElitesAreMoreGlamorous: Premium users gain many more customization colors that non-Premium users do not have access to.

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* CombackMechanic: In Battle Arena, if the losing team destroys the Protonite Crystal, their superweapon's charging percentage will become equal to the winning team's.


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* ComebackMechanic: In Battle Arena, if the losing team destroys the Protonite Crystal, their superweapon's charging percentage will become equal to the winning team's.

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* AntiRageQuitting: Leaving a battle more than twice in a row incurs a five-minute join penalty.



* BribingYourWayToVictory: It does have this, but it's ''very'' muted. The real-money currency "Galaxy Cash" can be used to buy ''[=FreeJam=]''-designed robots (and the CPU/levels required to make it) or player-made robots on the Community Robot Factory. However, GC cannot be outright used to purchase RP (the regular in-game currency) and thus the player must earn them through playing matches just like anyone else. Essentially, GC is just for building more interesting robots ''faster'', it doesn't make them better or worse than anyone else's.

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* BribingYourWayToVictory: It does Premium users gain, more or less, twice as many items from crates that they receive. The items that they recycle also have this, but it's ''very'' muted. The real-money currency "Galaxy Cash" can be used to buy ''[=FreeJam=]''-designed robots (and the CPU/levels required to make it) or player-made robots on the Community Robot Factory. However, GC cannot be outright used to purchase RP (the regular in-game currency) and thus the player must earn them through playing matches just like anyone else. Essentially, GC is just for building more interesting robots ''faster'', it doesn't make them better or worse than anyone else's.three times as much value as those of non-Premium users.



* CombackMechanic: In Battle Arena, if the losing team destroys the Protonite Crystal, their superweapon's charging percentage will become equal to the winning team's.



*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to flying strange trajectories, which makes hard to hit fast-moving targets. It also warns a target during the lock-on sequence, giving away its user and allowing target to escape.

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*** Lock-on Missile Launcher fire fires pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to flying strange trajectories, which makes hard to hit fast-moving targets. It also warns a target during the lock-on sequence, giving away its user and allowing target to escape.



* CoolStarship: The now-crashed E14's ESS "Vanguard".



* CoolStarship: The now-crashed E14's ESS "Vanguard".

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* HomingProjectile: As long as the Missile Launcher stays locked on to a target, its missiles will hit something.



* MightyGlacier: Tank Treads are the heaviest and second most well-armoured method of locomotion, but also the second slowest.

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* MightyGlacier: Tank Treads are the heaviest and second most well-armoured well-armored method of locomotion, but also the second slowest.



* MissileLockOn: The missile launcher must lock onto an enemy before you can hit them.

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* MisguidedMissile: Making oneself invisible automatically disables the Missile Launcher's lock-on. Hiding behind cover or otherwise having the shooter lose sight of the target also disables the lock-on.
* MissileLockOn: The missile launcher must lock onto lock-on to an enemy before you can hit them.


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* ShortRangeShotgun: The Ion Distorter.


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* SuperPersistentMissile: Missiles will turn around and try to hit the target until they succeed or hit something else.

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* DeployableCover: The Disc Shield Module deployes a small shield that you and your teammates can shoot through, but your enemies cannot.

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* DeployableCover: The Disc Shield Module deployes deploys a small shield that you and your teammates can shoot through, but your enemies cannot.



* EnergyWeapon: All weapons and modules use energy from your energy meter. The meter must be recharged when it runs out before you can use your weapons again.

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* EnergyWeapon: All weapons and modules use energy from your energy meter. The meter must be recharged when it runs out before you can use your weapons again.



* GatlingGood: Chain Shredder.

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* GatlingGood: The Chain Shredder.



* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail a critical connection point. These take quite a while to recharge after their energy is expended however, so be ready to run and hide after you're delivered your payload.
* YouAreAlreadyDead: If you're playing a Megabot and all your weapons get blasted off, you've basically already lost, since you can only win by killing all the enemy players.

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* WaveMotionGun: Rail Cannons start out as small-scale versions, but gradually get big enough to fit the trope wholesale, and they hit every bit as hard as one. Rails will easily punch through a robot lacking on armor, possibly even scoring a OneHitKill if you can nail a critical connection point. These take quite a while to recharge after their energy is expended however, so be ready to run and hide after you're delivered your payload.
* YouAreAlreadyDead: If you're playing a Megabot and all your weapons get blasted off, you've basically already lost, since you can only win by killing all the enemy players.
payload.
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* {{Teleportation}}: The Blink Module allows the user to teleport to where his or her crosshair is pointing at.
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* MissileLockOn: The missile launcher must lock onto an enemy before you can hit them.

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* {{EMP}}: The EMP Module creates a cylindrical area that momentarily disables enemies caught in its radius.



* Invisibility: The Ghost Module allows the user to become invisible until available energy runs out.

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* Invisibility: {{Invisibility}}: The Ghost Module allows the user to become invisible until available energy runs out.

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* AntiAir: The Flak Cannon.



* DeflectorShields: Electroplates can be placed onto your robot to serve as these. They are very useful for blocking Plasma and Rails, though a bit less effective versus [=SMG=]s. Beware however: once an electroplate takes too much damage, its shield shuts down and has to recharge, during which time it can be blown off entirely if you don't hide. There's also a shield module, which projects a disk-shaped smaller version of the base's fusion shield, that lasts for five seconds.

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* DeflectorShields: Electroplates can be placed onto your robot to serve as these. They are very useful for blocking Plasma and Rails, though a bit less effective versus [=SMG=]s. Beware however: once an electroplate takes too much damage, its shield shuts down and has to recharge, during which time it can be blown off entirely if you don't hide. There's also a shield module, which projects a disk-shaped disc-shaped smaller version of the base's fusion shield, that lasts for five seconds.seconds.
* DeployableCover: The Disc Shield Module deployes a small shield that you and your teammates can shoot through, but your enemies cannot.



* EvolvingWeapon: The overclocking system. Everything you do in battle adds point to the overclock bar, which when filled up applies an overclock level and empties back to 0, up to level 15. Those overclock levels make the bot generally more powerful and can go to the point where your barely moving wheel bot at the start of the battle becomes a full blown LightningBruiser towards the end.

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* EnergyWeapon: All weapons and modules use energy from your energy meter. The meter must be recharged when it runs out before you can use your weapons again.
* EvolvingWeapon: The overclocking system. Everything you do in battle adds point points to the overclock bar, which when filled up applies an overclock level and empties back to 0, up to level 15. Those overclock levels make the bot generally more powerful and can go to the point where your barely moving wheel bot at the start of the battle becomes a full blown LightningBruiser towards the end.


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* Invisibility: The Ghost Module allows the user to become invisible until available energy runs out.


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* MacrossMissileMassacre: The missile launcher.
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** With the new meta, the Legendary gear become this, save for a handful. The weapons in particular are hit with this - they hit like a tank and are usually paired up with an extra one or two launchers. However, they're energy hogs that peter out after a few seconds. On the other hand, players will latch themselves onto the Ghost and Blink devices, mostly because they pair up wonderfully with the Tesla Blades.

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More data about the Robocraft universe and where to find it.


* AllThereInTheManual: The only way to learn about the Robocraft universe in-depth is to read "Robonews" and "Daily Robot" on the official site of the game.
* AppliedPhlebotinum: Protonium-511, which can stabilize nuclear fusion reaction and, somehow, enhance one's mental abilities.



*** Nano Disruptors fire a continuous beam that auto-targets to [[HealingShiv heal teammates]] though it has a very short range, and cannot damage enemies or protonium crystals.

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*** Nano Disruptors fire a continuous beam that auto-targets to [[HealingShiv heal teammates]] teammates]], though it has a very short range, and cannot damage enemies or protonium crystals.



*** Tesla Blades do a ''massive'' amount of damage, but they consume a lot of energy and will deplete your power bar in the matter of seconds. They are also easily destroyed, so stealth and/or flanking is required.

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*** Tesla Blades do a ''massive'' amount of damage, but they damage and do not consume a lot of energy and will deplete your power bar in the matter of seconds.energy. They are also easily destroyed, so stealth and/or flanking is required.



*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to flying strange trajectories, which makes hard to hit fast-moving targets.

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*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to flying strange trajectories, which makes hard to hit fast-moving targets. It also warns a target during the lock-on sequence, giving away its user and allowing target to escape.
*** Chain Shredder is a giant [[GatlingGood rotary cannon]]. It takes a while to spin up, but when it's running at optimal speed, not many things can survive stream of bullets from it. However, it's really big, CPU-heavy and drains energy all the time trigger is held, even when just starting to spin.



*** Legs allow you to climb mountains, but they are available only at higher tiers and are not as fast as other options.

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*** Legs Insect legs allow you to climb mountains, but they are available only at higher tiers and are not as fast as other options.



** The overall effectiveness of your weapons peaks at having as many of them, as stated in theirs nominal count

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*** Sprinter legs allow you to move at high speeds and have a unique forward-leap ability, but it comes at price of stopping for a short time after the leap and having less shielding than Mech Legs.
** The overall effectiveness of your weapons peaks at having as many of them, as stated in theirs nominal countcount.



* CoolStarship: The now-crashed E14's ESS "Vanguard".



* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit, Team Deathmatch and single player mode where respawn times are extremely short. Averted in Elimination; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as time elapsed and your overclocking level increases.

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* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit, Team Deathmatch and single player mode where respawn times are extremely short. Averted in Elimination; Brawl; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as time elapsed and your overclocking level increases.



* LoopholeAbuse: Pushing into an enemy with the same layered Tesla Blade? [[CompetitiveBalance The game purposefully doesn't register the next hit until you pull back and ram into him again.]] Lining up ''multiple'' Tesla Blades beside each other? [[OhCrap They can all hit at once.]]
** More goodness with Tesla Blades is that if you have enough of them, the game recognizes your robot as "Tesla <insert mobility type here>". This can be, and often is, used to conceal info on the ''actual'' weapons on the robot; in most cases these are [[CombatMedic Nano Disruptors]], but some people can surprise you with the other weapons.



** In standard battle mode, a battle always end with the losing team's reactor violently exploding.

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** In standard battle mode, Battle Arena, a battle always end with the losing team's reactor violently exploding.
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CPU is now locked on 2000 P Flops for everyone.


* ClassAndLevelSystem: The game uses points called "CPU pFLOPS" to determine how much stuff you can put onto your robot. The higher your player level is, the more pFLOPS you can use. The maximum amount of CPU is 1750.

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* The Pit : free-for-all game mode where the first to get 20 points (points being awarded upon getting kills) wins and gets 3-item slot Crates.
* Elimination : no-respawn game mode where two teams are put against each other. Victory is achieved either by wiping out the opposing team or [[CaptureTheFlag capturing the point they spawned in on]].




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* Brawl: Replacing The Pit and Elimination, players are paired up in two teams and set out to eradicate the other team, with various rules set upon the players to make things interesting.


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* BoringYetPractical: A problem with the recent meta is that you can make an amazing robot, but they can be obliterated by someone using the green-level lasers.
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Update on a Single Player mode.


* Single Player : spawns you on one of the game's map against AI-controlled robots. Each time you kill one, another respawn. You can get random item Crates in this mode.

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* Single Player : spawns you on one of the game's Birmingham Power Station map against AI-controlled robots. Each time you kill one, another respawn.robots to fight in a Team Deathmatch mode copy. You can get random item Crates in this mode.

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Some info about the Chain Shredder and EMP Module


* GatlingGood: Chain Shredder.



* KillSat: Used to be a FanNickname for a robot design that uses helium cubes to levitate itself to a great height (they thus work more like zeppelins than satellites, though they tend to resemble the latter more), then uses Rail Cannons to snipe at enemies. Means of propulsion optional. They no longer exists, but rail copters, being able to snipe enemies from the sky still apply for this trope.

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* KillSat: Used to be a FanNickname for a robot design that uses helium cubes to levitate itself to a great height (they thus work more like zeppelins than satellites, though they tend to resemble the latter more), then uses Rail Cannons to snipe at enemies. Means of propulsion optional. They no longer exists, but rail copters, being able to snipe enemies from the sky still apply for this trope. Also, your mothership serves as an orbital one if you use the EMP module.
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** There are also actual rotor pieces which allow the players to fly. Again, while nothing prevents you from building a copter with two blades, you will generally want more than four.

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** There are also actual rotor pieces which allow the players to fly. Again, while nothing prevents you from building a copter with two blades, a single blade, you will generally want more than four.
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Game update made that sentence wrong


* Single Player : spawns you on one of the game's map against AI-controlled robots. Each time you kill one, another respawn. You can get RP (the game's currency) in this mode.
* The Pit : free-for-all game mode where the first to get 20 points (points being awarded upon getting kills) wins and get x5 his RP reward.

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* Single Player : spawns you on one of the game's map against AI-controlled robots. Each time you kill one, another respawn. You can get RP (the game's currency) random item Crates in this mode.
* The Pit : free-for-all game mode where the first to get 20 points (points being awarded upon getting kills) wins and get x5 his RP reward.gets 3-item slot Crates.
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* DeathOfAThousandCuts: Possible by killing enemy with low-damage SMG's or proto-seekers.
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Updated to keep up with updates


* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit and single player mode where respawn times are extremely short. Averted in Team Deathmatch; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as time elapsed and your overclocking level increases.

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* DeathIsASlapOnTheWrist: Depends on the game mode you're playing in. Played straight in the Pit Pit, Team Deathmatch and single player mode where respawn times are extremely short. Averted in Team Deathmatch; Elimination; once you're dead, you're out of the battle. [[ZigZaggingTrope Zigzagged]] in Battle Arena and League Arena; Respawn times are initially near instant, however they sharply increase as time elapsed and your overclocking level increases.
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For some reason, I can't edit Roboteching in there.


*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to [[Roboteching roboteching]], which makes hard to hit fast-moving targets.

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*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to [[Roboteching roboteching]], flying strange trajectories, which makes hard to hit fast-moving targets.
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*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to [[roboteching]], which makes hard to hit fast-moving targets.

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*** Lock-on Missile Launcher fire pretty powerful homing missiles, but it's very big, heavy, eats lots of CPU, has a slow target lock, drains entire energy supply in six shots, and rockets are very prone to [[roboteching]], [[Roboteching roboteching]], which makes hard to hit fast-moving targets.

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