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Post by davortrogon on Dec 6, 2022 15:32:40 GMT -5
If you had to bring the new bots to 2017, what would you change about how they work to feel the same and just as balanced as everything else? How could you include every aspect of today's game to fit perfectly in a better time like 2017?
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Post by Schquirrelschak on Dec 6, 2022 16:51:27 GMT -5
If you had to bring the new bots to 2017, what would you change about how they work to feel the same and just as balanced as everything else? How could you include every aspect of today's game to fit perfectly in a better time like 2017? No drones, no mother ships, and drop the 'blinding' effect as a concept, stealth and Quantum Radar were fine enough. I'd be okay with these cheap Mk2 deals back in 2017. (Not $200 for a Spectre + $100 per shart-train, never mind 4 of them) That would be all it takes in my eyes to bring a semblance of sanity back to this fluster-cluck. All else being equal (modules, pilots, bot abilities, etc) this would be a pretty cool, fast flowing, game. It'd be less busy on the screen and I would imagine there'd substantially less lag from the lack of spammed Northlight or Gravity cannons. The cheap mk2 deals might even offset the old economy grind woes quite a bit. The fubar-factor is inflamed exponentially when you add in immune mods/counter immune damage multiplying chips, drone perks, etc; and then on top of all this nerfing Ag prices when selling items. Looking back on it all, my gawd do i sound like the seasoned curmudgeons that used to describe the original 6-pack concept after the dashies dropped onto the live server. (Elton John's "circle of life'' plays gently in the background) Thought-vacation threads like this are fun to reflect how crazy frustrating this game has always been but at the same time how good it is at keeping players engaged in a 'Hotel California' kind of grind. At the end of the day there is always a way to find the fun. Good post.
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Post by davortrogon on Dec 7, 2022 12:48:00 GMT -5
You have a great point.
Is there any cool robot or weapon Idea you would make, just for fun? Make the idea first, and then balance it.
For instance, let's draft this idea, or just write it out. Quasar.
Quasar is a Heavy weapon that acts counterproductive to everything else, but has really good benefits.
You have to hold a charge, like an energy pistol in halo.
10 seconds to full charge
can fire up to 10 bullets a second, but you would have to spam it
Increased damage up to 5000% over 10 seconds
1,100 meter range
Trebuchet bullet speed
base damage (fastest possible tap or .1 seconds) 100 damage
10 second charge up to 50,000 dmg
Single shot
Reload is equal to time the button was held down to the nearest second, rounding up
Lets balance this.
Clearly this is a lot of damage. 50,000 damage in 10 seconds for 1 gun?? 150,000 dpm?? too much. So, lower the multiplication factor.
3600%
Now it does 36,000 per 10 second shot, meaning 108,000 dpm.
This is more appropriate, especially since you could have 4 on a Behemoth.
4??? too much. It has to be a good weapon on its own, not weak or too strong. Increase reload to 12 seconds, and cooldown multiplied by 1.2 for weapon reload; if it has a 10 second charge, then it has a 12 second reload. Since it has a 12 second reload, then total reload time is 14.4 seconds. This makes dpm 72,000.
How would this work with pilots? Power man decreases reload by 20%, I think. 9.6 second reload. The new reload time is 9.6 for loading and 11.52 (11.5) for reloading. The new dpm is still 72,000, but can fire a 3rd shot on second 63.
Final weapon
Quasar
1,100 meter range Trebuchet speed bullet 12 to fully charged
Max reload is 14.4 seconds
Max damage 36,000
Minimum damage 100
Max fire rate .12 seconds per shot
72,000 dpm
This is more fair; especially because of the reload. It plays like a brawler and a sniper; every second it could charge up to 3,600 damage. 4 of these on a Behemoth would be 14,400 damage a second, and with max reload up to 288,000 dpm.
For 4 weapons, this is pretty good. With something like a nuclear amplifier, it could become a lot more powerful.
Maybe this could be a buff for the Trebuchet.
How would the Quasar handle in a perfectly balanced War Robots?
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Post by Schquirrelschak on Dec 8, 2022 10:25:43 GMT -5
I want a Healing Hover, literally keep EVERYTHING the same... just add either a Mender's button and healing bursts to a Hover
... or ...
BEST option: give Hover the Demeters healing ability and absorber/reflector shield, no teleporting to allies; just a smooth Glide to them.
As far as the style of heals goes perhaps NOT AS much grey matter repairs as a Mender, say only 20% restored with a legendary pilot instead of 30%. (Can't stray too far into Mender/Demeter's lane)
** (because the abilities im seeking already exist in the game, see Nether's development cycle; they added dashes as an afterthought coz it was easier than coming up with a whole new bot mechanic)
That is all i want for chWRistmass, k thx.
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Post by davortrogon on Dec 8, 2022 11:07:30 GMT -5
I want a Healing Hover, literally keep EVERYTHING the same... just add either a Mender's button and healing bursts to a Hover ... or ... BEST option: give Hover the Demeters healing ability and absorber/reflector shield, no teleporting to allies; just a smooth Glide to them. As far as the style of heals goes perhaps NOT AS much grey matter repairs as a Mender, say only 20% restored with a legendary pilot instead of 30%. (Can't stray too far into Mender/Demeter's lane) ** (because the abilities im seeking already exist in the game, see Nether's development cycle; they added dashes as an afterthought coz it was easier than coming up with a whole new bot mechanic) That is all i want for chWRistmass, k thx. If you scroll up a bit, you will find a concept Hover design I made called Bahamut. From the original Hover, I changed the flight, gave it a built in weapon, and a shield. I'll paste it here for you to read. Bahamut (MK3) 170,000 hp 40 km/h on ground 80 km/h in air at 0% 160 km/h in air at 100% 2 medium 1 light 20 second cool down Weapons oriented like Hover Ability: Buildup Bahumet takes 2 seconds to take off (like harpy), but to about the altitude a Cossack jumps. Once this is reached flight and transformation is complete and it can begin to fly. It flies like the Hover, but with 2 big changes. For 1, it has thrust where the legs point (due to shape the legs are still facing forward but still push it in different directions.) This allows it to change direction in air fast; although since it's not locked to an altitude it takes longer to do than most stuff today. The 2nd change is the up and down mechanic. It has infinite fuel, but when you stop holding the button to go up, there is a blast of fuel that stops your upward momentum and can push you down. This is here so that if you spam the ability you can dive really fast. While in the air it gets a built in missile gun and a shield which both have a special property - they change based on damage. The weapon fires rockets like a pinata at 500 meter range, doing 1,000 damage per rocket, +.1% of opponent total hp. It has a firing rate of 10 rockets per second. It is meant to counter players with more hp, but will do less to players with less hp. It doesn't bypass resistance, but takes it into consideration as hp. It takes 3 seconds to lock onto a target's hp; you have to look at them and it will not affect how the weapon fires (you can fire it as another weapon so it's not automatic like Fafnir). If you lock onto a target with 1mil hp, then each rocket will do 1k +.1%, so 1,100 damage. If you switch to a weaker target, like a Cossack with 40 k hp, then it will do 1,100 damage until 3 seconds have passed. After this it will do 1,000 + .1% of Cossack's hp. The shield is a type of reflector, but instead of reflecting it heals. It blocks 30% plus the amount of damage it would have taken up to 69%, and heals back half of the damage taken over 5 seconds, and takes no grey damage when the shield is up. If it has 100,000 hp and takes 10,000 damage, then it blocks 40% and heals back 1/2. 6,000/2 is 3,000, so it takes 6,000 damage and heals 3,000 in the next 5 seconds. The reason 69% is so important is because this means the max it can block is 99%, so if you have the firepower to kill it once every second, then it can survive. The shield activates .6 seconds after taking damage and only stays up for 3 seconds after damage is taken, so it has a sniper weakness. The last part of this robot is why it's so unfair. The amplifier system. It has a built in amplifier that stacks with a Nuclear amplifier, and goes up to 100% damage; each tick is 1% and takes 50,000 damage to get. You need to do 5 million damage to get 100% power. It also boosts speed and by the same percent. It gains a healing factor that heals at .1 % per second, and goes up to .5. The built-in rocket also increases damage and percent with the amp system; +10 damage and .001% damage per tick, up to 2,000 damage and .2 % per rocket. Upon reaching 100%, it gets another healing factor that heals the grey bar at 1% per second. Additional damage done gives it a defense point up for every 50,000 damage, up to 50. Once this is finally met all new damage output heals .5% of the grey bar and 1% normal hp, like the magnet weapons do. On top of all this, when Bahamut lands, it expels all its charged power, doing 1,000 damage for every percent it had in the air in a 50 m radius. It is stuck in place for 5 seconds, and then its cool down can begin. If Bahumet is hit with EMP, all built up damage from ability is lost. It takes 5 million damage to get this to 100%, without landing once, being hit by emp, with only its 3 weapons and built in weapon. Pilots Killstreak, Kinetic, and Potential Killstreak reduces Bahamut's need for damage from 5,000,000 to 200,000, but if no damage is done in 12 seconds, then damage decreases back to 0. Kinetic Kinetic increases collection speed by 2x, but lowers total power increase to 75%. Upon reaching max output, it gets a 10% increase in damage, and 5% healing per second, with 1% healing per second for the grey bar. For all damage done at this point, 10% of it heals robot hp and 5% heals the grey bar. Potential Potential gives Bahamut the 100% bonuses immediately: 1% hp per second and .5 % grey healing/ second. There is no more limit of power collection, but accumulation is 1/2. 10 million damage to equal 100% output, but no limit. Every 1% increase, it gets 10% hp back. Built in weapon percent damage also increases at .0005% per tick; half as fast as it used to , but with no limit. This robot is not meant for current War robots, but for my vision I called War Robots: Earth.
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metallicdue
Destrier
Wait, that's illegal?
Posts: 55
Karma: 110
Pilot name: Lightyierbulb
Platform: iOS
League: Private
Server Region: North America
Favorite robot: Nightingale
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Post by metallicdue on Dec 11, 2022 15:35:45 GMT -5
Dredge 90000 HP 1.8 40 km speed 1.8 3 medium slots Ability: Reel Range: 500 Reel will attach a stasis beam to the targeted bot, then pull or launch the enemy, depending on the direction the pilot is moving. During this time, Dredge's weapons are disabled. Dredge functions as a versatile knife-fighter and mid-ranger. It's ability can help you make useful picks on vulnerable support bots, without the flaw of exposing yourself to their teammates. It can also be used inversely, getting a pesky scorpion or skyros (yes the ball physics will behave as expected) out of your face and into your optimal range. also functions as a: -bodyguard -microwave oven -sniper -general annoyance -fork This is a cool robot! How could it beat a Khepri Mace setup in a 1v1? basically you press the escape key (or button in the top right corner for you mobile peoples) press the leave game button, press confirm, and enjoy freedom.
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metallicdue
Destrier
Wait, that's illegal?
Posts: 55
Karma: 110
Pilot name: Lightyierbulb
Platform: iOS
League: Private
Server Region: North America
Favorite robot: Nightingale
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Post by metallicdue on Dec 11, 2022 15:38:09 GMT -5
honestly at this point support robots don't even heal teammates they're just frontliners with self-healing abilities
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Post by davortrogon on Dec 12, 2022 10:02:59 GMT -5
This is a cool robot! How could it beat a Khepri Mace setup in a 1v1? basically you press the escape key (or button in the top right corner for you mobile peoples) press the leave game button, press confirm, and enjoy freedom. How would it take on a leo?
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Post by davortrogon on Dec 14, 2022 15:34:30 GMT -5
I think I worldbuilt enough. We have a world; an idea to work with. Instead of a fast paced game, we have a long term base building game where large battles with many players over recourses and power happen, not just because we are told to fight. Every robot that exists in War Robots as it is currently will be added, and when they buff or nerf something it applies here too. We also have our own ideas. The goal, now, is to imagine what we could do with these ideas in this world.
If you have a new robot idea and want to see how it fits, go to the Robots and Weapons Tournament thread to test your idea.
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metallicdue
Destrier
Wait, that's illegal?
Posts: 55
Karma: 110
Pilot name: Lightyierbulb
Platform: iOS
League: Private
Server Region: North America
Favorite robot: Nightingale
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Post by metallicdue on Dec 18, 2022 12:46:57 GMT -5
basically you press the escape key (or button in the top right corner for you mobile peoples) press the leave game button, press confirm, and enjoy freedom. How would it take on a leo? basically they have a actually fun and productive fight because they're both not overpowered meta robots that shred you in 5 seconds
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Post by shadethefluffmech on Dec 18, 2022 22:01:21 GMT -5
Anti armor gun The more health shields an defense point your target has the more damage you deal Id like it to function similar to the jaeger built in gun but maybe have a lockon and instead of instant death shots be a lodging explosive shell when hitting the bots (instant detonation against energy shields) so theres a way around it cuz if it popped all that damage on impact itd suck The weaknesses are semi slow reload progressively worse damge for lower hp reds and phase shift before detonation Strengths would be it could probably cut a third of a titans health with the first shot from health exclusively with mk3 and more than one Its main purpose however... death to the 8 mil aegis shields No clue any more minor details
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Post by davortrogon on Jan 4, 2023 15:58:33 GMT -5
New Robot: Apollo Theme: Song, Greek Gods Hardpoints: 2 Medium 2 Light Modules: 3 Stats at mk3 40kph 260,000 hp
Weapon Placement Example: Natasha 1<^3-3^->1 Arrows (<,^,>) indicate placement Dashes (-) indicate space Equals (@) indicate built in weapons Numbers(12345) indicate weapon class 1 = light 5 = Alpha
Orientation: 2 Legs, Normal turning, Wide Robot Weapon Placement 1: -^21<>12^- The medium weapons are on the side but still held upright and generally centered there is an island tower that holds the 2 light weapons in the middle. Weapon Placement 2: -^2@1<@>1@2^- All Weapons Spread out from each other to make room for 3 built in guns.
Ability: Song of Death Apollo transforms, slows to 20 kph, and is able to use built in weapon (all weapons act as one). Robot Turning is slowed to Rhino levels of slow. Duration: 10 seconds Transform: 5 seconds Cooldown: 15 seconds Transform on cooldown: 3 seconds Built In Weapon: 3 300m range sound cannons with special effect: they pass through buildings and have a centered 45 degree angle attack radius. The weapon does more damage the longer you are in attack radius and range, plus the closer you are.
Weapon damage: 2,000 +2,000 per second (At 300m). Close-range damage: 2,000 + 4,000 per second (At 50m). Every second the weapon deals +4,000 damage Over 10 seconds and Total damage: 2,000, 6,000, 10,000, 14,000, 18,000, 22,000, 26,000, 30,000, 34,000, 38,000. Total Damage: 200,000 damage Over 10 Seconds and Total damage at range: 2,000, 4,000, 6,000, 8,000, 10,000, 12,000, 14,000, 16,000, 18,000, 20,000. Total Damage: 110,000 damage You will only take excessive damage once you are in radius for more than 1 second. Weapon bypasses only Aegis shields.
This Robot is meant to force mass amounts of players off of beacons. If there is multiple of these on a team, then they can do tremendous damage. It has a decent hp, and a powerful firepower. This robot will be very powerful with lockdown effects. I will rebalance this robot later, but this is the concept.
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Post by davortrogon on Jan 6, 2023 11:12:29 GMT -5
I am going to take this time to make some quick announcements about how to better classify and build robot Ideas.
When building an idea, it is important that you put as much detail into something as possible. The more specific an idea, the less chance of something being thought of in a different way. Take this for example. _________________________________________________________ "Here's an idea: Dragon Dragon flies really fast and has a built in weapon that destroys big opponents. Dragon Flies forever if you hit the ability right Dragon is the best robot ever!!" ___________________________________________
What can we get from this? Not that much. We know it's a flying robot that flies forever and has some sort of special effect towards big robots. We know you have to interact with the ability button, and it is meant to be a powerful robot. This is all we can get.
Here is a slightly better example: ___________________________________ Robot: Dragon Hardpoints: 2 medium 1 Light Dragon is a powerful robot meant to control the skies. Ability: Overpower Dragon begins to fly, and stays in the air as long as you hold the ability button. If you let go, it briefly accelerates downward, so if you spam the ability, you can dive. It has a built in weapon in the air that deals 2,000 damage per rocket and has a 500 meter range. The more health the target, the more damage it deals.
Dragon also has a shield in the air that blocks more damage the more it takes up to 99%. When it lands, it explodes based on damage collected.
___________________________________________________ Although this attempt has more detail, there are many pieces to pick up. Imagine everything you didn't specify is completely opposite of what you want. We know how part of the flight works; we don't know how it moves, or if it moves at all in flight. We know it has a rocket weapon, with 500m range, with an effect that deals more damage to higher hp targets, but we have no idea how or what the scale is. We know it has a shield that blocks more damage up to 99%, but 99% based on what? How does this relate to the damage taken? And where does the explosion fit into this?
That example is at best an unfinished concept. Although it has some numbers, nothing is specified about the robot enough to really see how it would fare against something else.
Here is a more streamlined robot design paired with an announcement: ___________________________________ Today I have come up with a monster, a true terror of the skies!! Let me introduce: DRAGON!!
Robot: Dragon Hardpoints: 2 Medium, 1 Light Orientation 1: 2 Legs normal turning speed, normal rotation speed, 1 Built in Weapon, 1 Special Shield, Normal width robot. Weapon Placement: -v2-*^1-@^*-v2- 170,000hp 3 Module Slots 40 kph on ground 80-160 kph in air Built in weapon damage varies between targets 2 second ability transformation times (transformation and detransformation)
Ability: Takeoff Dragon jumps, transforms into flight mode, and begins ability. Dragon is able to fly around like a Hover, but it points its legs to accelerate in a chosen direction like Orochi. Dragon has unlimited fuel, so to keep altitude you must hold the ability button.To maintain altitude, it must tap its ability like a Hover does. However, when it lets go of the ability button, there is a small thrust downward. This allows it to perform diving maneuvers.
Built in Weapon The built in Weapon is a 500m range Pinata style rocket gun that deals different damage to higher level opponents. The scaling is 1,000 damage per rocket +.1% of total hp. To lock on to an opponent's health, you must look at them for 3 seconds. Once this is done you will do the appropriate damage. This lock on feature does not change how the robot's weapon fires. If you look at a large opponent, and then attack a small one, before you lock on to them you will do the same damage done to the big opponent at the small one.
The Shield This shield is a special type of reflector. Instead of reflecting damage back, it heals itself. It blocks 30% to begin with, plus the percent of damage it would have taken. It also heals back half of the remaining damage over 5 seconds. It blocks up to 99% damage total. It also does not take any grey damage when the shield is up.
The shield pops up after .6 seconds of taking damage and only stays up for 3 seconds after damage is taken. The shield can be disabled with emp along with flight.
The Amplifier System
It has a built in amplifier that stacks with the nuclear amplifiers, and goes up to 100% damage; each tick is 1% and takes 50,000 damage to get. You need to do 5 million damage to get 100% power. It also boosts speed and by the same percent. It gains a healing factor that heals at . 1% per second, and goes up to .5. The built-in rocket also increases damage and percent, +10 damage and .001% damage per tick, up to 2,000 damage and 2% per rocket. Upon reaching 100%, it gets another healing factor that heals the grey bar at 1% per second. Additional damage done gives it a defense point up for every 50,000 damage, up to 50. Once this is finally met all new damage heals .5% of the grey bar and 1% normal hp, like the magnet weapons do.
On top of all this, when Dragon lands, it expels all its charged power, doing 1,000 damage for every percent it had while in the air in a 50 m radius. It is stuck in place for 2 seconds, and then it's cool down can begin.
This robot also has some great pilots to boast about.
Pilots Killstreak, Kinetic, and Potential
Killstreak reduces Dragon's need for damage from 5,000,000 to 200,000, but if no damage is done in 12 seconds, then damage decreases back to 0.
Kinetic Kinetic increases collection speed by 2x, but lowers total power increase to 75%. Upon reaching max output, it gets a 10% increase in damage, and 5% healing per second, with 1% healing per second for the grey bar. For all damage done at this point, 10% of it heals robot hp and 5% heals the grey bar.
Potential
Potential gives Dragon the 100% bonuses immediately: 1% hp per second and . 5% grey healing/ second. There is no more limit of power collection, but accumulation is 1/2. 10 million damage to equal 100% output, but no limit. Every 1% increase, it gets 10% hp back. Built in weapon percent damage also increases. __________________________________________________________________________________________________________________
This attempt was much better; it was smoother to read, it covered all the bases of the robot, and is much more descriptive than the previous attempts. However, there are a few things left to patch up. For one, we don't know what it looks like, besides orientation and weapon placement. It could look like anything as of now. Also, we do not have any examples of the math behind it. We can do the calculation on our own, but not showing the calculations is hiding the actual damage of the robot. If you are going to include a built in weapon, include total damage, damage per minute, damage per round, any special effects the weapon may have, and so on. 1% every 50,000 damage sounds a lot different then 5,000,000 damage to 100%.
___________________________________________________________________________________________________________________ For the sake of my sanity, I'm not going to make another better example. But, I will show you how to do everything not covered in this one, and more that may need explanation.
How to describe a robot
When giving a description, describe the shape first. Decorations and colors are not as important.
Here is an example of a bad description of a Cossack. ___________________________________________________________________________________________________________________ The Cossack is a short robot, with 1 medium weapon on the left. It's small and green, with a bit of graffiti here and there. It has a wing that extends out on the right side, like a spoiler on a car. It looks very mechanical, and old. ___________________________________________________________________________________________________________________
This description is based on mostly unnecessary features of the robot. It should be more oriented about the shape of the robot, with more comparisons to others. Although, as far as visuals go, it is decently descriptive. Here's a better one. ___________________________________________________________________________________________________________________ The Cossack is a short robot; about half the height of a Leo. It has only 1 medium weapon for firepower on its left side. It changes direction at a normal speed, and can jump once every 5 seconds. The jump is barely the height of a Leo; It couldn't jump on top of it. ___________________________________________________________________________________________________________________
This is more descriptive about what matters more, but visuals are still a guess. So, both of these descriptions combined would be the best.
Orientation Orientation is talking about features the robot has, like physical shields, built in weapons, other special shields, etc. It is also used to discuss how legs work. Khepri would have a fast leg movement because of directional change. Khepri would have a normal rotation because it is able to turn at a normal speed. "Orientation 2" is talking about the different stages of ability. Rhino would have a lower rotation and a physical shield. For something with more than 2 Orientations like Heimdall, they would be specified like this:
Orientation 1 Base: 2 legs, normal rotation, healing radius. Orientation 2 Base: 2 legs, normal rotation, physical shield, 1 automatic built in weapon, 1 activation available use built in weapon Orientation 1 ability: 2 legs, normal rotation, boosted healing radius Orientation 2 ability: 2 legs, normal rotation, physical shield, 1 automatic built in weapon, 1 activation used built in weapon with suppression
The amount of legs needs to be specified because some robots can change that.
Weapon Placement
*I am finalizing these here so the previous weapon placements are wrong*
Weapon placement is tricky. You are showcasing the layout of weapons on your robot.
Remember, the robot is ALWAYS looking at you when designing weapon placement.
1,2,3,4,5 represents the class of weapon. <^>v represents the angle the weapon is attached to. - represents space between weapons and the general width of the robot. * represents height difference upward. _ represents height difference down. @ represents built in weapons. = represents shields. | represents leaning or inactive weapons pointed up (Ex. Fenrir, Fafnir, Behemoth, etc.). \,/ represents stored weapons in the back of the robot (Ex. Falcon, Butch, etc.).
_ is only used to describe excessively low weapons. * is used to describe small changes.
You should be able to read it from both directions; think of forming an image instead of writing down placements.
Examples: Cossack --_>2 Griffin 2<*-1-1-*>2 Golem 1<**^3----*>2 Bahamut -2<-*1^-^@*->2-
Weapon Placements do change with orientation
Butch O 1 3^3\-_-/3^3 Butch O 2 3^3\_/3^3
If you want to explain better, you can use more lines The order of numbers and arrows indicate which side the weapon is on. All weapons on the right will look like this 1^ and all on the left will look like this ^1. For \ and /, \ is on the right and / is on the left of the robot. Since the robot is looking at you, start by using the tools to design the right side of the robot first, and finish with the left.
Butch O 1 3^-_-^3 3\ /3
Butch O 2 3^_^3 3\_/3
Fenrir O 1 2<*-*|3*-*>2 The middle weapon is folded out
Fenrir O 2 2<*-*3*-*>2 All weapons out
Skyros O 1 1<**3^---2 ( I may be a bit off on this one)
Skyros O 2 --------- (Weapons are non existent)
Loki O 1 1<**-^1-**>1 Weapons out
Loki O 2 \1/11/ Weapons are stored
You only need to use O 1 if there is more than 1 orientation. O is short for Orientation.
Lancelot 2<*--=^3==-*>2
Blitz 1<**1^_@_^1**>1
The length is not based on the length of the whole statement; length is defined by -. Since Blitz looks longer than Lancelot, it may be confusing. But, because it does not have any -, you can determine it is a narrow robot.
_______________________________________________________________________________________________________________
How to do math (for the robot calculations)
This is a description of how to showcase the correct numbers when describing how much damage something will do. For instance, let's start with the Jaegar Weapon. (Rounded to 37,000)
Damage: 37,000 Reload: 8 seconds Range: 800m Weapon type: kinetic Effects: 100% Defense Bypass
If you were describing this weapon, and you wanted to give the audience an estimate on how powerful it is, you will need damage per minute. To get this, you need to divide the total time allowed (in this case 60 seconds) by the reload (8 seconds). You will get 7.5 shots, but you MUST round down. Then multiply the damage per shot by 7 to get 259,000 dpm.
Here is a more complex example. Ares Retrubution In the menu, it shows the damage done for each bullet. (For this example it is 2,000)
Range: 500m Damage: 2,000 Charge: 5 seconds Firing time: 4 seconds Cooldown: 16 seconds Weapon type: Energy
For something like this, you need to find out how many bullets are fired. Either through testing or thought ( you will most often be presenting your own idea) you need to figure this out.
The Ares shoots 32 bullets; 8 bullets a second for 4 seconds.
After multiplying the number of bullets by each bullet's damage, there is 64,000 total damage dealt.
The next step is to add all necessary times. 5 second charging time, plus 4 seconds firing, plus 16 seconds cooldown, equals 25 seconds. 25 x 2 is 50, so only 2 shots are allowed. 64,000 x 2 is 128,000 damage per minute.
Suddenly, the Jaeger seems better. But, what about charge and the fact you can use ability early? Lets count that!
Ares accumulates up to 100% bonus damage, so it's easy math. 100% is equal to x 2, so 128,000 x 2 is 256,000 dpm.
The earliest you can fire your ability after activating your shield is 1 second, and after that you still have to wait 4 more seconds for your shield to close. It is still 9 seconds, so activating early does nothing for damage per minute.
Although they have similar damage per minute to their ability, the rest of the robots, from the speed, health, weapons, and shields, have proven that overall Ares is a more popular robot. (This can probably be debated, but the point is that damage per minute isn't everything.)
Your own ideas will have your own features, and this is a small example of how to do math.
Here is an example of more complex math.
Bahamut's built in weapon
This weapon relies on a lot of factors. The base damage, the health of the opponent, the rocket's percent damage, and the amplifier.
Range: 500m Weapon type: direct rocket fire (Pinata) Reload: .1 sec Fire rate: .1 sec Base Damage: 1,000 per rocket +.1% total health Total accumulation power: 100% Opponent hp: (We can't set up a good test with this, so we will calculate this afterwards)
Since we are finding the damage per minute, we need to establish the factors as numbers. The first test will use the lowest possible damage. Acc.: 0%
Total Rocket base damage per minute: 600 rockets per minute, 600,000 damage. We need to bring the accumulation into effect. Every 50,000, damage increases by 1%.
1% of 1,000 is 10. After 50 rockets, it is 1,010 damage. Fortunately, 1,010 x 49 is only 49,490, so it is within 50 rockets.
50,000 + 50,500 is 100,500.
Rocket damage is now at 1,020.1 damage.
1,020.1 x 50 is 51,005.
50,000 + 50,500 + 51,005 is 151,505. 150 rockets fired.
Rocket damage increases to 1030.3.
1030.3 x 49 = 50,484.7 + 151,505 = 201,989.7. 199 rockets fired.
Rocket damage increases to 1,040.6
1,040.6 x 49 = 50,989.5 + 201,989.7 = 252,979.7. 248 rockets fired.
Rocket damage increases to 1,051
1,051 x 48 = 50,448.2 + 252,979.7 = 303,427.9. 296 rockets fired.
Rocket damage increases to 1,061.5
1,061.5 x 48 = 50,952.4 + 303,427.9 = 354,380.3. 344 rockets fired.
Rocket damage increases to 1,072.1
1,072.1 x 47 = 50,389.4 + 354,380.3 = 404,769.7. 391 rockets fired.
Rocket damage increases to 1,082.8
1,082.8 x 47 = 50,892 + 404,769.7 = 445,662.2. 438 rockets fired.
Rocket damage increases to 1,093.6
1,093.6 x 46 = 50,306.8 + 445,662.2 = 495,969. 484 rockets fired.
Rocket damage increases to 1,104.5
1,104.5 x 46 = 50,808.6 + 495,969 = 546,777.6. 530 rockets fired.
Rocket damage increases to 1,115.5
1,115.5 x 45 = 50,199.5 + 546,777.6 = 596,977.1. 575 rockets fired.
Rocket damage increases to 1,126.6
1,126.6 x 25 (remaining rockets) = 28,166.3 + 616,977.1 = 645,143.4. 600 rockets fired.
So I did some math wrong.
I did find the problem. I'm not going to write it out but it's at the beginning. I tried to change the addition but I ended up messing it up a lot.
Since I didn't add 50,000 to the total in the first addition (50,000 + 50,500 + 51,005) and instead of getting 151,505, I got 101,505, the actual total damage is 595,143.4 + 50,000 = 645,143.4 damage after 600 rockets. Fortunately the multiplication was all right.
Although I made a small error, it is important to iron out as many mistakes as possible.
What about acceleration at 100%?
600,000 base damage x 2 is 1.2 million a minute, if it is at full power.
Regardless, this is how you do math for calculating something like this, if your robot has an ability that scales. ______________________________________________________________________________________________________________
This is a base on how you could describe your ideas better. This advice is meant to clear up any confusion anyone may have about your robot.
If anyone has any questions, I will answer them when I get the chance.
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Post by davortrogon on Jan 6, 2023 12:53:55 GMT -5
I have a challenge for myself: I am going to make a new robot idea every day. I will post them in this channel and take the better ones into the Robots and Weapons Tournament.
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Post by davortrogon on Jan 6, 2023 13:33:09 GMT -5
New Robot: Longinus Theme: Christianity (A mix of Seraph and Galahad for visuals) Class: Robot Hardpoints: 3 medium
Orientation 1: 2 legs, normal turning, normal rotation, 2 built in weapons Weapon Placement: (2^2^@-**--^@_>2)
Orientation 2: 2 legs, normal turning, normal rotation, 1 built in weapon Weapon Placement: (2^2^**@_>2)
300,000hp 3 Module Slots 50kph
Built in Weapon 1 Range: 500m range BW1 Reloads: 10 seconds firing, 10 seconds reload BW1 damage: 30,000 per mag
Built in Weapon 2 Range: 500m range BW2 Reload: .7 seconds. BW2 damage: 4,000 per rocket (this should be a little better than a normal Magnum)
BWO2 Range: (Built in Weapon Orientation 2 range) 1,100m BWO2 Reload: 2 seconds, 2 bullets only BWO2 damage: 35,000 damage per round, every second +10% damage
Ability: Deletion Transform: 3 seconds Duration: 15 seconds Transform cooldown: 3 seconds Cooldown: 20 seconds Total Ability time: 3 + 15 + 3 + 20 = 41 seconds + not firing and automatic fire = 2 seconds = 43 seconds Ability slowdown: 50kph - 30kph
Ability Effect: Because the sniper round is a combination of energy, rocket and bullet, it bypasses and does bonus damage to Physical, bypasses Energy, Aegis, Defense, Seraph Shield, Typhon body shield, but not absorber or reflector.
Type: Secondary Activation (Ares, Phantom, Leech, etc.)
In normal mode, Longinus has 2 built in weapons; a machine gun hanging below 2 medium weapons and a rocket gun resting above the last medium weapon. The rocket gun fires on its own, and the machine gun is used as a gun.
Upon activation, the robot transforms, slows down, and completely changes shape. Both weapons merge into one sniper. The robot has a special built in rocket sniper; the machine gun combined with the rocket launches them to 1,100m range. This gun can only shoot 2 bullets. Once both bullets are shot, the ability ends. The longer you wait to fire, the more powerful the cannon. Remaining rounds fire automatically fire at the end of the ability after the 10 seconds.
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Post by thediss on Jan 6, 2023 13:52:38 GMT -5
Holy moly - what an epic post - counting them all as one. Feels like we should have to stump up some power cells or gold to be able to read this. Or Pix could monetise it somehow.
My vote for forum post of the year so far, nice work commander.
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Post by davortrogon on Jan 9, 2023 11:40:14 GMT -5
Holy moly - what an epic post - counting them all as one. Feels like we should have to stump up some power cells or gold to be able to read this. Or Pix could monetise it somehow. My vote for forum post of the year so far, nice work commander. This is a collection of robot ideas and worldbuilding created by me and quite a few others in order to discuss what a better game could look like, and what we wish could be in the game. We also created a new world to build; a different version of War Robots meant to be more of a long term survival game and more about teamwork than a constant fight. If you have a robot idea and want to see how it would fare against other robot ideas, you can also discuss it in the Robot and Weapons Tournament. That is a place where we compete against each other's ideas to test strength and to balance our ideas.
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Post by davortrogon on Jan 10, 2023 11:41:24 GMT -5
New Robot: Ragnarok Class: Titan Hardpoints: 2 Alpha 2 Beta 800,000 hp 40kph Shield Durability: 300,000 hp Modules: 3 attack 1 universal
40 Defense points
Orientation 1: 2 legs, normal rotation and turning, 1 Physical Shield Weapon Placement: 4<-***5^-=-^5***->4
Orientation 2: 2 Legs, normal rotation and turning, 1 Built in Weapon Weapon Placement: 4<-***5^-@-^5***->4
Ability 1: Fury
Ragnarok gains speed, healing, grey repair, reload decrease, damage increase, increased defense points, a temporary aegis shield, immunity to effects, and a burning radius. Speed increase: 25% Damage increase: 25% Reload decrease: 20% Healing: 10,000 per second, 100,000 per ability Grey recovery: 2,000 per second, 20,000 per ability Aegis shield: 300,000, no recharge (like Blitz shield) Defense point increase: 45 defense points Burning radius: 70 meters, 5,000 per second, 50,000 per ability. Immunity: all effects for duration of ability Cooldown: 20 seconds
Ability 2: Wrath
Ragnarok puts away physical shield and fires built in 350 range flamethrower that bypasses all effects in normal game. This fire leaves an overtime effect; if you are standing where it fired you receive overtime damage like the lava on Abyss map. The fire has a 60 degree angle of fire; 30 degrees on each side.
Built in Weapon damage: 1,500 per tick, 10 ticks per second, 15,000 per second, 150,000 per ability Transformation time: 1 second Ability Duration: 10 seconds Transformation to cooldown time: 1 second Ability Cooldown: 15 seconds Built in effect: Bypasses all (No reflector damage taken, bypasses phase shift, bypasses and hits shields (double damage), charges absorber shields but hits the opponent) Overtime damage: 7,500 per second, lasts for 5 seconds on enemy, ground has effect for 5 seconds after ability ends. If you step on the ground you automatically have effect for 5 seconds; staying at 5 seconds until you get off, like dot.
Ragnarok is an old idea I had; almost as old as the first Hover idea, part of my second batch of robot ideas. It is meant to be a Tier 4 version of the Kid, and be able to counter what was powerful back then: Minos. It is played as a rusher, a shield, and a conqueror. You can take on 2 Luchador's and win. You can burn the world to the ground. This titan should be able to kill every titan in game in a 1v1.
This Robot is paired with 2 weapons of it's own: Inferno (Beta) and Vesta (Alpha)
Both of these weapons are 350 meter range flamethrowers with 60 degree spread of ammo, same as the titan. They have a 10 second reload, and fire for 15 seconds.
Inferno Reload: 10 seconds Damage: 233 per tick, 10 ticks per second, 35,000 per mag Ammo duration: 15 seconds 84,000 damage per minute
Vesta Reload: 10 seconds Damage: 350 per tick, 10 ticks per second, 52,500 per mag Ammo duration: 15 seconds 126,000 damage per minute
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Post by davortrogon on Jan 10, 2023 11:42:33 GMT -5
2 new weapons: Fission (Beta) and Fusion (Alpha)
600 meter range for both 10 seconds before overheat 15 second mag before overheat
An unholy mix of Trident and Nucleon for Titans
Fission Range: 600m Weapon type: Energy, Splash 10 seconds before overheat 15 second mag before overheat (After 10 seconds of constant fire, overheat fire rate is activated) Fire rate: 4 bullets per second(.25) Upon overheat fire rate slows to once every 2.5 seconds (2.5) 5 seconds for weapon to begin cooling down once overheat is reached During duration of mag 3 seconds to begin cooling down Damage: 2,000 per bullet Explosive radius: 25m Travel physics: Trident
Fusion Range: 600m Weapon type: Energy, Splash 10 seconds before overheat 15 second mag before overheat (After 10 seconds of constant fire, overheat fire rate is activated) Fire rate: 5 bullets per second(.2) Upon overheat fire rate slows to once every 2.5 seconds (2.5) 4 seconds for weapon to begin cooling down once overheat is reached During duration of mag 3 seconds to begin cooling down Damage: 3,000 per bullet Explosive radius: 25m Travel physics: Trident
These weapons are meant to provide long range support for a long time. They are not as good as Gendarme and Cruassair at single target fire, and not as powerful as Vengeance or Retaliator. They can be dodged. They reload much faster than most titan weapons, but are going to lose you a close range fight. Compared to the other titan weapons, Rupture and Tsar will be better burst fire weapons. These are long run support weapons that will wear down powerful enemies.
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Post by davortrogon on Jan 10, 2023 15:54:44 GMT -5
New Robot: Anemoi Theme: Greek God of Air Class: Titan Hardpoints: 1 Alpha 2 Beta 60 defense points 700,000 hp level 150 40 kph 2 Defense 1 universal 1 Attack Orientation: 2 Legs, 1 built in weapon Weapon Placement: 4<--***5^@***-->4
Abilities: 1 Switch 2 Secondary (Like Heimdal) Knockback (1) Elemental(1)/Reinforce(2) Black Hole(2)
Knockback Robot uses ability to push robots away in a circle in 500m radius for 5 seconds. 500m range Pulse every .5 seconds
Pulse Damage: 2,000
Movement per Pulse: 10 meters Cooldown: 20 seconds
Elemental Robot has base stats and built in weapon that pushes robots backwards.
200m range Pulse every .5 seconds Pulse Damage: 1,000 Movement per Pulse: 10 meters
Switch Cooldown: 10 seconds Transform time: 3 seconds
Reinforce Robot has increased defense points and has a weapon that pulls robots toward it.
200m range Pulse every .5 seconds Pulse Damage: 1,000 Movement per Pulse: 10 meters
Black Hole Robot has pulling effect in 200m radius around it for 10 seconds 200m range
Pulse every .5 seconds
Pulse Damage: 2,000
Movement per Pulse: 5 meters Cooldown: 20 seconds
Although I don't normally rush ideas, I have a goal to make a new robot every day, Monday through Friday. The titan may not be powerful, but the ability will be fun to use; you can stall flying opponents in the air and make people fly away. Because it's ability doesn't do nearly as much damage as Minos's ability, it will rely on pushing people a lot more. It will be really funny to push even Titans away. If a titan gets unlocked air (normal falling physics instead of altitude flight) then it will be able to make it go away. It's not going to be powerful but it's going to be fun to use. Imagine getting jumped by a Luchador but then instead of it landing on you you push it over you and it falls off the map. Will be fun on Carrier.
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Post by davortrogon on Jan 10, 2023 15:55:42 GMT -5
New Robot: Atom (This is a very old Idea, part of the first batch of robots I made. I made this 40 minutes after making Bahamut 1.0, along with a few more.) Theme: Nothing, actually Hardpoints: 1 Alpha 2 Beta Orientation: 8 disks as legs, fast turning, normal rotation Weapon Placement: <4_@5<_>4 (It's a robot with the beta and built in gun in a line and an Alpha weapon much higher up but symmetrical.) 560,000hp at level 150 50 defense points 60kph 2 Attack 2 Universal
Abilities: Atomic Blast (Activation) Overdrive (Multiple activations(Dashes))
Atomic Blast Weapon type: Energy, Laser Robot fires 500m blast Blast Duration: 5 seconds Cooldown: 12 seconds Damage: 10,000 per second, total damage 50,000 per ability
Overdrive Robot's disk legs gain more power for 2 seconds. This allows the robot to dash great distances, and even hover if they stay still. They can use this ability however they want; if it hovers and then dashes it will fly far and if it dashes and then holds still it will be able to jump long distances. Say, if you start off a ramp, go forward for the first second and stay still for the next, then the robot will dash and then gain altitude. it can use the height to climb obstacles like buildings that most can't climb. With all the disks, it is very wide, so it may have trouble moving in closed areas. All you need to do is to use the legs to aim where you want to go. You can change directions extremely fast in the air; like you are on the ground. It's not a flying robot, but this dash allows it to have great airspeed and cover a lot of distance. When you stop dashing, you still have some speed left because you were moving very fast. Dashes: 2 Cooldown: 12 seconds Dash duration: 2 seconds Distance (if only pointing forward): 350 meters Individual Dash Cooldown: 0 seconds
This robot is one of my oldest ideas. It is meant to be a fast dashing robot capable of crossing great distance and doing a lot of damage. It's probably the only titan in this whole forum that can keep up with Ryujin. I will simulate a battle between them soon. I'm betting Ryujin will win, because Atom is a glass cannon. It is also very fun to use, and it is one of the fastest things in the game, second to broken Seraph and Fafnir. It's faster than Ryujin. It can dodge it's missiles. This thing can keep up with Nether.
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Post by davortrogon on Jan 12, 2023 12:45:01 GMT -5
New Robot: Soldier Theme: Original War Robots design Class: Titan Hardpoints: 2 Alpha 2 Beta 760,000hp Modules: 2 Attack 1 Universal 1 Defense
Orientation 1: 2 Legs, normal rotation, normal turning Weapon Placement 1: 4<-***5^--^5***->4
Orientation 2(Battery): 2 Legs, normal rotation, normal turning, weapons fold, 1 built in gun Weapon Placement 2: 4<-***-5\@/5-***->4
Orientation 3(Overwhelm): 2 Legs, normal rotation, normal turning, 2 built in weapons Weapon Placement 3: @<-4\***5^--^5***/4->@
Abilities: Battery (Secondary activation) Overwhelm (Switch)
Battery
Transform: 2 seconds Cooldown: 16 seconds Duration: 12 seconds Secondary activation delay: 4 seconds Effect: Shield bonus damage, no reduction to energy shield damage, defense bypass.
Soldier folds Alpha weapons away and activates its built in machine gun. The machine gun has 800m range, defense bypass, and slowly accelerates to double the firing rate. Weapon mode 1 Range 1: 800m Fire rate: .25 seconds, after 4 seconds .125 seconds. (8 bullets a second) Bullet damage: 3,000
If you choose to activate secondary activation, then weapon changes mid-fire into a 500m range machine gun. Remaining ability time is halved, and defense bypass is replaced with damage over time.
Weapon mode 2 (Upon Secondary activation) Range 2: 500m Fire rate: 16 bullets a second Bullet damage: 3,000 Damage over time per bullet: 40/sec per bullet
Over the duration of the ability, weapons are fully reloaded. Their reload changes to match the ability so even if the reload is longer than the ability then it would still be able to use.
Overwhelm Robot switches beta weapons for built in weapons. The robot gains 35 defense points while using built in weapons in this ability. Over the duration of the cooldown the robot reloads weapons. Transform: 2 seconds Switch ability Cooldown: 16 seconds
Built in weapon: Type: Energy, splash, radius effect (Like Harpy) Travel Physics: Tsar (It fires like the bullet type a Tsar has) 500m range Fire rate: 1 bullet per second; weapons time shots to fire every .5 seconds, right weapon starts first. Damage: 4,000 per bullet Effects: 75% Suppression, stacking damage over time Damage over time: 20/sec for 5 seconds per bullet Splash range: 30m (not enough to hit someone with a shield unless they move towards the bullet and walk into the splash) Suppression and overtime damage continue until you are no longer in radius to restart countdown via gaining new effects. (If you keep getting hit the timer will stay full like all other dot weapons) Radius is spherical like Harpy
Damage per minute: 59,800 (48,000 base damage + 11,800 overtime (11,600 damage from 100 damage every .5 seconds x 58 seconds + 200 (20+40+60+80 from first 2 seconds))
Soldier was also one of my oldest ideas. It is meant to play support and assault, and should be able to provide cover fire, rush beacons, 1v1 shot-gunners, provide ranged support, and anything else you may need. It is a jack of all trades, but isn't the most powerful robot on the field. Against an Indra, It would be able to harm it at range and even up close the Indra wouldn't be able to do much, unless it had anti control. The long range gun would shred Indra down, and the machine gun would break it.
Against Atom, it would most likely win. Atom could retreat all day, but if it's cornered, Soldier is simply too strong and would kill it. Against Ragnarok, Soldier would most likely lose; the suppression bullets would not do enough damage and because of Ragnarok's boosts it could power through everything Soldier could throw at it. Ragnarok's Wrath ability would turn this into scrap metal.
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Post by davortrogon on Mar 8, 2023 14:04:11 GMT -5
I was waiting a while to come back to this - it's pretty hard to update the Robots and weapons tournament and doing this would take a lot of effort. But, I will try to keep moving forward with this.
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Post by shadethefluffmech on Mar 8, 2023 14:48:39 GMT -5
You should get someone to make a proof of concept game thing and put all these in it
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Post by davortrogon on Mar 9, 2023 14:10:14 GMT -5
Possibly.
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