Post by ѻﻭɼﻉ on Oct 5, 2021 16:40:05 GMT -5
OCTOBER 5, 2021
A special thanks to Dagga Boy from [Kaos] Anarchy for assisting me with testing!
Our present report will cover:
- Area of Effect barrier penetration
- Fireballs vs Energy Shields
- Orbital Support Update
AOE BARRIER PENETRATION
Someone reported toxics going through a wall on Castle, so we did some tests using
- TDM barriers
- Energy barriers on Castle, and
- Walls of varying thickness on Castle
We also tested the following weapons and barrier proximity to examine the AoE/splash radius:
- Ember
- Scorchers
- Bane Toxins
In the War Robots Wiki, it says the AoE of fireball weapons is 100m but that this is unverified. We still have yet to test proximity radius using several players, but here are the results of the above weapons against the various barriers:
With respect to all three barriers of relatively thin depth, in order for you to be hit you have to be close to the barrier under less than 10m or so, which is pretty much almost against the wall.
Tdm & Energy Barriers
Flames, fireballs, and toxics all penetrate and hit targets behind the barrier if target is inside the -10m proximity to it.
Walls
On Castle there are a couple thin walls on each side of the map before descending down to the lower bridge. Flames and fireballs do not penetrate this barrier, but toxics do, again provided the target is within the -10m proximity to the barrier.
So as far as mention of fireballs AoE possibly being 100m, with respect to penetrating certain barriers, the AoE is less than 10m.
FIREBALLS VS. ENERGY SHIELDS
In the wiki I was surprised to see mention that fireballs ignore energy shields, so we tested. Results:
- They ignore blue Ancile shields
- They do not ignore Aegis. You must first knock down the Aegis before hitting the robot itself
ORBITAL SUPPORT UPDATE
See previous report for more extensive details on the mechanics of OS. Since a lot of people keep thinking OS within the first 10s of a match is a hack, I just want to reiterate the following point:
The Orbital Support Meter
- Charged by damage dealt and beacons captured.
- Merely turning a beacon white (“liberating”) also contributes
- How quickly it charges is also proportional to the number of allies on the beacon, and the percentages of their mothership Charge Speed Modifier (CSM). Multiple maxed CSM results in a full meter instantly, and is why strikes can sometimes occur within the first 10-15s of a match! So no, it is not a hack!
T1 vs T3 Blast Turrets
In our previous report, the two stages of OS were explained, as was the limited range (800m) of the first stage T1 Target Ray Cannon. The second stage orbital strike itself could still hit beyond 800m, but this meant target would not take the initial damage of the first stage from Target Ray Cannon.
Now, if you have the new T3 Laser Blast Cannon, its range is 1100m, so now both stages will hit beyond 800m. Ironically, this actually means that if someone has LBC and targets you, you now have the preliminary blast indicator that telegraphs incoming orbital strike. Before, in the absence of LBC, strikes beyond 800m would hit without a blast indicator, so were near impossible to avoid unless you were already mobilized when it was activated.
That’s it for now. I hope you find it helps your combat experience. 🤘🏻
A special thanks to Dagga Boy from [Kaos] Anarchy for assisting me with testing!
Our present report will cover:
- Area of Effect barrier penetration
- Fireballs vs Energy Shields
- Orbital Support Update
AOE BARRIER PENETRATION
Someone reported toxics going through a wall on Castle, so we did some tests using
- TDM barriers
- Energy barriers on Castle, and
- Walls of varying thickness on Castle
We also tested the following weapons and barrier proximity to examine the AoE/splash radius:
- Ember
- Scorchers
- Bane Toxins
In the War Robots Wiki, it says the AoE of fireball weapons is 100m but that this is unverified. We still have yet to test proximity radius using several players, but here are the results of the above weapons against the various barriers:
With respect to all three barriers of relatively thin depth, in order for you to be hit you have to be close to the barrier under less than 10m or so, which is pretty much almost against the wall.
Tdm & Energy Barriers
Flames, fireballs, and toxics all penetrate and hit targets behind the barrier if target is inside the -10m proximity to it.
Walls
On Castle there are a couple thin walls on each side of the map before descending down to the lower bridge. Flames and fireballs do not penetrate this barrier, but toxics do, again provided the target is within the -10m proximity to the barrier.
So as far as mention of fireballs AoE possibly being 100m, with respect to penetrating certain barriers, the AoE is less than 10m.
FIREBALLS VS. ENERGY SHIELDS
In the wiki I was surprised to see mention that fireballs ignore energy shields, so we tested. Results:
- They ignore blue Ancile shields
- They do not ignore Aegis. You must first knock down the Aegis before hitting the robot itself
ORBITAL SUPPORT UPDATE
See previous report for more extensive details on the mechanics of OS. Since a lot of people keep thinking OS within the first 10s of a match is a hack, I just want to reiterate the following point:
The Orbital Support Meter
- Charged by damage dealt and beacons captured.
- Merely turning a beacon white (“liberating”) also contributes
- How quickly it charges is also proportional to the number of allies on the beacon, and the percentages of their mothership Charge Speed Modifier (CSM). Multiple maxed CSM results in a full meter instantly, and is why strikes can sometimes occur within the first 10-15s of a match! So no, it is not a hack!
T1 vs T3 Blast Turrets
In our previous report, the two stages of OS were explained, as was the limited range (800m) of the first stage T1 Target Ray Cannon. The second stage orbital strike itself could still hit beyond 800m, but this meant target would not take the initial damage of the first stage from Target Ray Cannon.
Now, if you have the new T3 Laser Blast Cannon, its range is 1100m, so now both stages will hit beyond 800m. Ironically, this actually means that if someone has LBC and targets you, you now have the preliminary blast indicator that telegraphs incoming orbital strike. Before, in the absence of LBC, strikes beyond 800m would hit without a blast indicator, so were near impossible to avoid unless you were already mobilized when it was activated.
That’s it for now. I hope you find it helps your combat experience. 🤘🏻