Post by Poopface on Nov 9, 2022 14:36:09 GMT -5
As I mentioned in this thread, I started doing some research into a viable War Robots alternative. I looked at a number of the mech combat games that had been discussed a year or so ago (MA, BOT, etc) and it looks like they're either very P2W or aren't actively being developed or both. I came across "World of Robots: PvP Online." Don't confuse this with "World of Robots: Mech Battle" which has numerous recent reviews that it's P2W and not actively supported.
Support: the iOS store references two updates 3 months ago, one 4 months ago, one 8 months ago, and going back. The initial drop (1.0) is listed as being 1 year ago. I also tied into the Discord channel which has posts either every few days or every few weeks (although the last in the News section was Oct 10). The Oct 10 post mentions that "for more than 8 months we have been cut off from the ability to advertise our game outside the Russian Federation." It goes farther, but the good news is that they're trying to continue with improvements.
I haven't researched how far they plan to take things, but here's what I've seen as of day 2.
Equipment: Easy and intuitive. Each robot (at least those available when your account is level 0-3) has 2 gun spots (right/left), a low-center mount point, and a high-center mount point. The guns don't seem to differentiate between small/medium/large (at least yet). The center mounts can hold supportive items (physical or energy shields or a repair module) or longer-recharge weaponry (particle cannon, long range rockets, short range rockets, mines) with the weaponry having a timer for recharge rather than being triggered via damage or beacon grabbing.
Upgrades: As with most other mech games, each item takes resources (gold is the primary currency) to upgrade and can be accelerated by the use of gems. One thing worth noting is that there is a leveling cap based on your account level.
Getting access to gear: As your account levels, you get more of the tech tree exposed. As you can see below, there are currently two options. You can choose from both. Worth noting is that you can't equip the Russian gear on the American mechs and vice versa. Also, it appears that the Russian mechs are slightly faster whereas the American stuff is larger and possibly hits harder. Miniguns vs cannons, for example. I haven't done an apples-to-apples comparison on equivalent damage, though.
Edit: On day 3, I've found the mech speed comparison from above is incorrect.
Graphics -- Hanger: Pretty good.
You can note, though, that some of the comments don't make sense. The Repair Pack (aka "repair module" referenced above) mentioning a fire rate. Considering I use that, it's not referencing how much damage it repairs in a minute. I think that's a goof in the menu setup. Considering they're on rev 1.4.2 so far, it's not shocking.
Graphics -- The Game: Pretty good. Recall that I'm comparing to Walking War Robots. It's clunkier than what we currently have with War Robots, but it also feels a little more industrial. PPC's, rockets, machine guns, assault cannons all have their own graphics with the assorted sounds that go along with it. Unlike in War Robots, I haven't seen guns get blown off or mechs walk slower when damaged. No idea if that's on the menu.
There are other items here and there. There are terrain features such as hills and trails to get from point A to B. No spider activity or flying robots yet.
Gameplay: So far, it's generally taken a minute or less to get a game. 30 sec seems to be about average. When you drop in you select your mech that you want to use.
As with other games, there's a countdown. Unlike the current setup in War Robots, you can look around, but won't see the Reds.
Interestingly the matches are up to 3v3. Perhaps that will change as more people can play the game, but for now it is what it is. I have found there are matches with people doing little (perhaps either lousy bots or new players trying to figure things out?). There have also been a few imbalanced matches of 3v2 or 2v1; no idea whether there weren't enough players available, a disconnect, or what. I've found so far that there aren't too many players that have stood up against me with my thus-far-leveled account. There are a few, but not too many. Perhaps it's similar to being in the trial few levels of War Robots where you get training wheels initially.
Edit: On Day 3 I saw my first 4v4 match. No idea if it goes higher than that.
While the score screens don't show beacons captured, you do get extra experience+gold when you capture them.
Game Modes: Capture Points (beacon capture, domination-style), Team Deathmatch (requires level 9), Clan Wars (you must be in one to join), and Quick Battle which draws from either of the first two game options.
Surprises: Thus far, I haven't found much of a need or benefit to spending cash other than to encourage the developers. There are no ads. One pleasant surprise is that the physics are interesting. Your mech speeds up when going down a hill and slows down to a grind when going up. I could see that giving a few wrinkles to gameplay although I've tried to minimize the impact in my games.
Summary: It's not nearly as polished as War Robots, but speaking as one of many who long for the old days of weapon balance and game simplicity I find it to be refreshing. I'll be trying it out to give it more of a fair shake.