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Post by davortrogon on Dec 7, 2022 13:31:18 GMT -5
This thread is about taking our individual ideas and having them face off against each other! Any weapon, robot, or other design is allowed! How it works is we each present our ideas, and then write a story about how they would handle certain in game opponents.
There will be different tiers, based on where they may stand in game. More powerful ideas would clash against each other, and weaker and more balanced ideas would combat. There will be a victor per tier.
Each person will write how their robot could beat the idea they are designated to fight, and the victor is decided by 4 votes: The audience, the judge (probably me until someone else wants to be the judge for every idea here, or maybe it could change based on whoever is interested in judging), and each member. The audience vote counts as 2, so they have the largest vote.
The tournament will be set up by having an idea present, and whoever wants to challenge the champion can say so. (We can't afford to do an elimination style fight as there may not be that many members).
If you are testing weapon ideas, then you will use a robot with no ability and 4 slots; a G.I. Patton, a Specter (no ability) and Behemoth.
For robot testing, weapons will be weapons with no effect, unless otherwise stated. You could also want to test current weapons with your own buffs and nerfs.
To start, anyone must present their idea and how it would beat a robot they choose and how.
After each battle, we can discuss how our robots could balance, and where they would sit in the game. It is completely fine if you lose; your idea may just be more fun to play.
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Post by Koalabear on Dec 7, 2022 14:24:04 GMT -5
Just to be clear and before I move this thread, this is for War Robots right? Not Mech Arena?
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Post by davortrogon on Dec 7, 2022 15:13:29 GMT -5
Yea for War Robots
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Post by Koalabear on Dec 8, 2022 8:15:20 GMT -5
Done!
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Post by 079 on Dec 8, 2022 16:54:52 GMT -5
Isn’t your other bot/weapon ideas thread kinda doing this already though? This feels kinda redundant…
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Post by davortrogon on Dec 9, 2022 14:43:41 GMT -5
The other thread wasn't going the direction I wanted to. That one was for worldbuilding and sharing ideas to see how we could make the game better. Instead, it became mostly a debate about the current game. It also began to become a place where it was just ideas trying to fight each other, and although very nice, wasn't the purpose of that thread. I made this one specifically for ideas that wanted to see how they would fit into the game and measure up against each other, while the original will return to the subject of worldbuilding a better game.
Once (if at all) thought out ideas begin to appear in mass (although there are a few great ideas we need a lot more) I will begin to take ideas from this and insert them into the world I and the thread will build. That is the plan.
Of course, people will always go a bit off track and have debates about unrelated topics anywhere; as long as it does not halt the original topic, unrelated conversations and opinions about how the current game is bad in a place where we are making our own will never, hopefully, get in the way of a ridiculously good or different idea.
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Post by davortrogon on Dec 9, 2022 14:44:44 GMT -5
To start this thread, lets move our conversation of our trio ideas here.
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Post by davortrogon on Dec 9, 2022 14:46:50 GMT -5
I'm going to try to write all 3 ideas as simple as possible.
(I guess always assume 3 module slots)
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.
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.
_______________________________________________________________________________________________________ IT IS ONLY ABLE TO HAVE 99% SHIELD POWER IF YOU ARE ABLE TO KILL THE ENTIRE ROBOT ONCE EVERY SECOND _______________________________________________________________________________________________________
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, +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 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.
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.
Tatsu 150,000 hp 2 medium 65 km/h 100 km/h in air 10 second cool down Both medium weapons are on the sides in Outlast mode Both medium weapons are centered in Outrun mode It is a very short and small robot; smaller than a Rogatka.
Tatsu is the speed oriented version of the Bahamut, trading power for speed, health and protection.
Ability: Outrun/Outlast Ability is a switching ability where Outlast is the default. In Outlast mode, Tatsu is on the ground. It has an aegis shield with 65,000 hp, that recharges 10,000 every 2.5 seconds. It has a Seraph type shield that blocks 70 - 40% and has 30,000 hp, recharging every 10 seconds. In this mode, all damage accumulation done while in Outrun mode will fuel the aegis shield and the Seraph shield durability, trying to keep them full as long as possible.
In Outrun mode, Tatsu flies in the same way Bahumet does, but its thrusters change its direction faster; it's like a Khepri in the air. It's faster up and down than the Bahamut. If it lands, it is still in flight mode and can just fly whenever it wants to. All damage accumulated during Outlast mode will become temporary hp boosts, activating to 1/2 incoming damage as much as possible until accumulation is gone. In this mode it has neither the Aegis nor the Seraph shield. It activates built in missile weapons that act like Hydras; essentially 2 more built in weapons with 600 m range. The weapons have a special corrosion effect that lasts 10 seconds and does more damage to higher hp opponents. Corrosion is stacked at 10, and rockets do 1,000 each. It fire 3 rockets a second, and rockets do 2% extra damage for every 10% more hp enemies have that it based on full normal hp and compared to it's own.
The Systems When you do damage to something you get 50% damage dealt as accumulation. This will go to the shields and healing, but only available in the other form. If you have 1,000,000 accumulation available (2,000,000 damage done), then your shields and health will have a lot of healing power. The accumulation is only able to help the Aegis and Seraph shield every 5 seconds, so they can go down. The hp in Outrun will always immediately heal back 1/2, but does not bypass the grey bar. Unfortunately, if you have 1,000,000 points available for Outlast mode, but 0 available for Outrun, then in Outrun you will have no accumulation, so you need to constantly switch modes for effectiveness.
Ryujin 600,000 hp 50 titan defense points 40 km/h 70 km/h air speed (Thrusters) 2 Alpha 2 Beta 2 Attack 2 Universal Weapons situated 2 Alpha on top 2 Beta on sides
Ryujin is an evolution of the hover. It is meant to play all roles; with its airspeed it is a really great rusher.
Abilities Glide (20 sec cool down), Momentum/Off Stance (12 sec cool down and 2 second switch time), and Soar (20 second cool down).
Glide Glide works like Bahamut flight, but takeoff is an instant jump like Hover. Infinite fuel, If you tap it a bunch it can dive, directional thrusters. It has the Bahamut shield in the sky, but it blocks 30% + only 1/2 of whatever damage it would have taken, and only up to a total of 70% damage (Only 40% blocked instead of 69%).
It has a built in weapon in this mode with 500 m range; 2,000 a rocket like Bahamut but no percent damage. 30 meter explosion radius on rockets. There is no accumulation in Ryujin, and no landing explosion.
Momentum/Off Stance Momentum is the default mode, where Glide is the 2nd ability. You can switch modes in the air.
Momentum changes the robot's running speed. Instead of accelerating fast to 40 km/h, it runs slowly, and over the course of 10 seconds it reaches 40 km/h. The faster it moves the more defense points it has, from 0 km/h and 0 points to 40 km/h and 20 points. This works in air, but makes flying hard as it takes a long time to switch directions, and when you are slow you have less points. When on the ground, the built in weapon becomes a defense shield, giving 30 defense points.
When you switch to Off Stance, running is normal and at 60 km/h, and you use thrusters on the ground to move like a Khepri (keep in mind it's a big titan so the hitbox is big as well). It puts away the 2 alpha Weapons in Off Stance mode. The built-in weapon in Off Stance mode becomes a Sniper; 1,100 m range Trebuchet - style cannon, dealing 40,000 damage with a 10 second reload, and 50 m energy explosion radius.
Soar The Robot takes to the skies again, but flies at an altitude at 70 km/h. Soar lasts for 10 seconds before it falls out of the sky. This ability has 4 charges. Each charge launches the robot from 150 m where its legs point.
The Built in Weapon is still a Sniper in Soar mode.
What do you think?
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Post by davortrogon on Dec 9, 2022 14:47:16 GMT -5
For context, opponents are Cudgel Khepri, Puncher Seraph, and Jaw Angler.
Lets say that all robot modules are 1 of each amp, no pilots, no drones, no mothership, and all Titan modules are Assault reactors for attack and universal and damage controllers for defense, unless otherwise stated.
All of my robots in this comparison will use the Atomizer series. Titan will use Vengeance/ Retaliator. As far as 3v1 goes, Tatsu would most likely die. It is meant to run and survive, but not for direct confrontation. With only 2 medium weapons, it wouldn't be able to do much damage to any of them.
Bahamut would destroy all 3. Even in the startup of its ability, its shield would stop the Seraph, The Angler couldn't get in range, and the Khepri wouldn't be effective. If the match continued for a while, eventually the Bahamut would hunt and kill the Seraph, then the Khepri, and it would finally kill the Angler.
Ryujin is too fast for Khepri to keep up, and it can hunt down the Seraph when it lands. It can also outrun the Angler, all with Soar. In glide, the rockets would melt them as well, and on the ground in momentum, it has enough defense points to tank through them all at once. It would have to avoid the blinding from the Angler, and then it would be fine.
Against other titans, however, is where Ryujin shines. If there was a fight in Springfield against a Kraken Indra, then The Off Stance and Soar wouldn't do much against Indra and its Phase shift. The confrontation would always be in Ryujin's favor, as it could run faster than Indra can. If they confronted each other in the river area valley, then Ryujin would use glide, and Indra would use its net. Ryujin would fly backwards, and the shotguns wouldn't slow it down too much as it's barely in range. The rockets would be constant damage, and if Indra tried to get in range then Ryujin could always use Soar to escape.
In a smaller map, Ryujin would have to get close. It would stay in either momentum or glide, and try to escape if things get tough. If it is caught on the ground in Off stance, then the sniper rifle would save it until it went into momentum.
It's not the strongest titan by far, but it can hold its own and support a lot of playstyles, so there are a lot of different playstyles.
It would be a great shot gunner, since it can cover 600 meters in an instant.
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Post by davortrogon on Dec 9, 2022 14:55:23 GMT -5
Now, how would your robots fight mine? Lets say,
Ranger vs Tatsu
Enforcer vs Ryujin
Reaper vs Bahamut
How do you think this would go?
If you want a different arrangement just clarify it.
Also, be sure to clarify if you want anything other than default weapons (All robot modules are 1 of each amp, no pilots , no drones, no mothership, and all Titan modules are Assault reactors for attack and universal and damage controllers for defense, unless otherwise stated. Weapons are Punisher series.)
I will use Potential for Bahamut Pilot
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Post by davortrogon on Dec 12, 2022 13:19:28 GMT -5
I'm going to try to act out the fights.
Ranger vs Tatsu Reaper vs Bahamut Enforcer vs Ryujin When 1 robot dies, the next will spawn in.
Punisher weapon Series No modules No active modules No drones No Motherships MK3 Level 1 Robot and Guns
Shenzhen
Ranger and Tatsu Spawn on other sides of the field. Tatsu runs to the orange building that borders the center field. With its wide body in outlast mode, it's planning to corner shoot. Ranger runs into the middle of the field, completely safe from Tatsu's potential fire. Realizing the shield is always up, Tatsu corner shoots to accumulate hp for Outrun. Ranger charges Tatsu; It has 3 medium weapons while Tatsu only has 2, and will win a brawl. Mag empty, Tatsu uses Outrun mode to fly away. Because of the physics of Tatsu's flight, it can fly on the ground, so it weaves between buildings at 100 km/h and unleashes its built in Hydra weapons. These fly just above Ranger's shield and begin to hit it. Ranger uses cover to hide from the missles. Tatsu had retreated to the right, and is now at the parking lot by the building with 4 towers. It is 550 meters away, trying to hit a Ranger with missiles. Ranger is in the city area, and its shield is in a position where it is blocking the missiles. Tatsu, with a decent bit of accumulation for Outlast mode, flies up, almost scraping the map ceiling, and approaches Ranger from an angle where it couldn't hit it because of buildings. Now, Tatsu has the Ranger in its sights. It uses its flight to dive down, crashing immediately behind Ranger. It fires, with 2 punisher T's and 2 missile weapons directly behind Ranger. Ranger, turning around, fires back with 3 Punisher T's. Tatsu, being weaker, darts around a building and flies back up into the sky. Because of the decent shooting Tatsu did before this initial attack, it didn't lose much hp. Ranger is at around 60% hp, and Tatsu is at 75%. Tatsu flies above Ranger and uses missiles from right over a building to get a few more shots in. Ranger backs up and attempts to hit Tatsu from its spot, but it backs up a bit, staying in cover. The missiles are deadly over time, and Ranger is down to 40% hp. It runs in cover, but by the time it's in cover Tatsu is at a new angle, firing from a spot the shield can't defend. Ranger hits it 2 more times, getting Tatsu down to 45% hp, but dies.
Tatsu lands in Outlast mode, with a heavily boosted shield and aegis shield.
Enter Reaper
Reaper spawns in the same spot that Ranger did. Tatsu is now past the 4 tower building and in the buildings to the left of Reaper. Reaper stays in Seeker mode. Tatsu corner shoots it and begins to charge up for Outrun mode. Reaper gets behind cover, and approaches from the other side, but Tatsu's other weapon is already there, corner shooting again and emptying both mags. Reaper gets in 70 meters, and activates Totem mode. This steals Tatsu's accumulation. Noticing that accumulation is disappearing, Tatsu backs out of range and turns into Outrun mode, fleeing. Ranger tries to hit it out of the sky, but it is already around buildings and in cover. Its missile weapons fire at 600 meter range and begin to hit Reaper. Reaper gets in temporary cover. Tatsu lands, in the 4 tower building and prepares to corner shoot with its right gun. It is still in outrun mode. Reaper corner shoots with the right side, heavy and light trying to hit Tatsu. Tatsu retreats, flying up and across the whole parking lot, and onto the other side of the field. Reaper heads toward the middle, and enters center field. Tatsu is in cover on the other side of the city, missiles firing away. Reaper leaves the middle field and gets back in cover behind the orange building. Once Reaper is behind the middle of the orange building, Tatsu flies all the way to it and is on the other side of the orange building as well. Reaper enters Seeker mode, and tries to rush Tatsu. Tatsu Lands in Outlast mode, with a powerful shield and aegis. They meet once Tatsu runs around the corner. They fire their whole mags into each other. The aegis breaks, and eventually the Seraph shield is weak. Tatsu runs back around the corner, and turns into Outrun mode to escape. Reaper turns into Totem and fires at Tatsu as it escapes, but with the hp it collected firing at Reaper Tatsu survives with 25% hp. Tatsu used this time to fire missiles and guns while running, managing to get Reaper down to 30k hp. Reaper gets behind cover to reload mags. Tatsu lands on the wave building, but stays in Outrun mode to keep ability. Tatsu only has 37k hp left. It decides to sacrifice itself. Tatsu rushes Reaper; will fully load mags on each robot, this will be their last encounter. Tatsu lands in Outlast mode, and Reaper activates Totem mode. 5 seconds later, Tatsu is dead and Reaper has 15k hp left.
Enter Bahamut with Potential Pilot
Bahamut spawns where Tatsu did. It immediately flies and charges across the field towards Reaper. Reaper is behind an orange building, but once Reaper crosses the field, Reaper runs out and tries to kill it with totem mode. The rockets and shield of Bahamut are too powerful for what remained of Reaper, and 3 seconds later, it's dead. Bahamut's shield heals it to full.
Enter Enforcer Enforcer Spawns is really close to Bahamut because it was close to the spawn point. The enforcer immediately switches to Lance mode. Bahamut heads to the center field to aim at it there. They can both see each other and begin to fire. Bahamut's shield protects it against the oncoming fire power and heals it instead. The reflector, although doing some damage, isn't hurting Bahamut. The Machine guns are not leaving much of a scratch, with the shield's healing ability. Bahamut's built in weapon is doing a number to Enforcer. The Enforcer knows if this continues it will die, so once its mags are empty it uses Skirmish to run away. Bahamut has to reload its normal weapons, but its built in nightmare keeps going. It is flying right above Enforce, like a Fafnir when they were meta. The built in weapon keeps the shield up all the time because of the reflector; Enforcer's defense turned to its downfall. Mags for both are reloaded. The Enforcer enters Lance, and Bahamut is still there, blocking damage. It is also beginning to get faster and to do a small amount more damage. The Enforcer fires its bursts, trying to hit it without its shield, but its reflector is keeping the shield up. It switches back into Skirmish, and stops shooting. Bahamut keeps shooting for 2 seconds, then retreats around cover. It corner shoots Enforcer's shield down, but the Enforcer is around the cover as well. Bahamut weapon empty. It flies through buildings to get a new angle, but the Enforcer hits it with small bursts of fire. This hurts Bahamut for once, but it keeps firing its built in gun. Another burst of damage. Bahamut is at 75% hp, for now. Weapons are reloaded, and Bahamut fires a full mag again at the Enforcer. The Enforcer is beginning to be near death. It knows if it uses a reflector it's a sitting duck. If it doesn't it's dead, but maybe it could take it with it. The aegis shield is slowly recharging, only to instantly get vaporized. The built in rockets are wearing it down. Bahamut is at about 50% hp; the incoming damage isn't powerful enough to constantly heal it. The Enforcer is at 15% hp. 14. 13. 12. 11. 10. It tries to find cover, but it's no use. Enforcer dies.
3-1
This is how I imagine a battle could go. Could you write one so we can compare?
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Post by davortrogon on Dec 14, 2022 15:39:14 GMT -5
I guess, since my ideas are here on display, anyone who reads this, after proposing their ideas, can write out the combat between my robots and their own. Hopefully I will notice, and then I will respond with a story interaction of my own, and we can debate then and there.
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Post by 079 on Dec 15, 2022 22:57:21 GMT -5
Alright, after some delay, I am here to provide my end of this. Truth be told davortrogon, the sheer length of your posts made me reluctant to sit down and get through them, but now I have! I actually did enjoy the battle enactment, and was able to form a decent mental image, so props on that. As for your robots ideas, I do have mixed feelings on them. For one, I was never a huge Hover fan, so I’m not immediately drawn in to their premise of being upgraded Hovers. But my main critique is that they feel too complex. Giving them Fafnir-style maneuverability and built-in weapons is fine (Pixonic regularly does this after all), but the shields and Amplifier mechanisms go a bit off the deep end, at least to me. I get encouraging players to engage in battle to fill their shields, but having shields and weapons that have their own amplifiers, and in Tatsu’s case, amplifiers that charge the robot’s other mode, is just a lot to try to keep track of. I also am just personally opposed to the idea of shields actually healing robots (especially healing grey damage) to the point of the robot only taking 1% damage overall (Bahamut), as well as a robot having both an Aegis shield and Force Field at once (Tatsu). It reminds me of the current meta, where it feels almost pointless to shoot robots at times because it literally makes them stronger than if they had been left alone. As for Ryujin, it seems fine overall, but giving it this much mobility (covering 600 meters near-instantly) seems excessive. At least to me, it always felt like titans were meant to be slow and lumbering, but it seems even Pixonic no longer agrees with the Ather. These are just my thoughts though. I bet the Hover fans here would like these robots, and it’s not like having amplifiers built into the robot is inherently bad, especially since it does not make them more difficult to play in practice. It’s just a lot to read and could be exploited with how crazy the fanbase is these days with breaking formulas Pixonic did not completely think through. It also seems you made your bots to be effective against the current meta, which I definitely did not, so we are also following different philosophies there too. Your ideas aren’t what I would make, but that’s perfectly fine. As for your robots versus mine, I agree your robots would smoke mine. In fact, I think you have Reaper too much credit, as I do not see why Tatsu would let it get within 70 meters when it is so much faster. Otherwise, your robots using their mobility and powerful, layered shields to pick away at mine is how I would expect it to play out.
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Post by davortrogon on Dec 16, 2022 10:52:59 GMT -5
Alright, after some delay, I am here to provide my end of this. Truth be told davortrogon , the sheer length of your posts made me reluctant to sit down and get through them, but now I have! I actually did enjoy the battle enactment, and was able to form a decent mental image, so props on that. As for your robots ideas, I do have mixed feelings on them. For one, I was never a huge Hover fan, so I’m not immediately drawn in to their premise of being upgraded Hovers. But my main critique is that they feel too complex. Giving them Fafnir-style maneuverability and built-in weapons is fine (Pixonic regularly does this after all), but the shields and Amplifier mechanisms go a bit off the deep end, at least to me. I get encouraging players to engage in battle to fill their shields, but having shields and weapons that have their own amplifiers, and in Tatsu’s case, amplifiers that charge the robot’s other mode, is just a lot to try to keep track of. I also am just personally opposed to the idea of shields actually healing robots (especially healing grey damage) to the point of the robot only taking 1% damage overall (Bahamut), as well as a robot having both an Aegis shield and Force Field at once (Tatsu). It reminds me of the current meta, where it feels almost pointless to shoot robots at times because it literally makes them stronger than if they had been left alone. As for Ryujin, it seems fine overall, but giving it this much mobility (covering 600 meters near-instantly) seems excessive. At least to me, it always felt like titans were meant to be slow and lumbering, but it seems even Pixonic no longer agrees with the Ather. These are just my thoughts though. I bet the Hover fans here would like these robots, and it’s not like having amplifiers built into the robot is inherently bad, especially since it does not make them more difficult to play in practice. It’s just a lot to read and could be exploited with how crazy the fanbase is these days with breaking formulas Pixonic did not completely think through. It also seems you made your bots to be effective against the current meta, which I definitely did not, so we are also following different philosophies there too. Your ideas aren’t what I would make, but that’s perfectly fine. As for your robots versus mine, I agree your robots would smoke mine. In fact, I think you have Reaper too much credit, as I do not see why Tatsu would let it get within 70 meters when it is so much faster. Otherwise, your robots using their mobility and powerful, layered shields to pick away at mine is how I would expect it to play out. Well, thanks for reading! I do want to cover a lot of the topics you stated, but I will try to make this shorter. The first thing I want to talk about is the ideas behind how I made my robots, mainly Bahamut since it's basically the concept. The day I made this robot was the day before the Typhon was released on the live server. With this I also made 6 other Ideas, which through some will of the universe have somehow made their way into the game. An ability that disables other abilities, a healing shield, a long jump, a power increase, and all stats increase, A built in gun that hits multiple people with lightning, a long dash, and a body shield. These fragments of my ideas became Typhon the next day (what a coincidence!), Demeter, Orochi, Seraph, Khepri, Luchador, and although I didn't state it here I made an alternate better version of EVERY robot in the game. Since the Hover was my favorite robot, I put the most detail into it. At first, the flight was different, and because it was a fever dream, IT HAD UP TO 10 BUILT IN WEAPONS. They would unlock at each stage of flight. The shield was still mysterious; I didn't want a reflector because in my mind that was unfair for a permanent one. When it landed it was stuck in place for 5 seconds. I must say, I also didn't build this robot for War Robots, but for War Robots: Earth, the idea I was world building. After some time, I decided to redesign the robot to fit into this game. The flight was still v1; Hover but directional thrusters. It always had an amplifier ability; this was before the nuclear amplifier was out. I guess it had a repair amp too. I took the 1st built in gun and had that as the only one. It fired like a Fafnir's gun but 600 meter range. As for looks it actually looked quite a lot like the Siren, and had its color scheme. Little did I know.... After some more time, I wanted to solidify the robot; to finish it. I gave it hp, I gave it weaknesses, I lowered the built in range to 500 meter range and made it fire like a Pinata. I began to do actual math for how the shield would work; a new shield. This was still before the Khepri, I forgot the order stuff came out but it was about there. I finally decided that the shield should block more damage the more you did, so to kill it you needed to stop firing. The shield would always be up. I decided at the time that it should block 50% and then up to 150% (because of what would've happened). The shield took the longest to solidify, but at this point i had new ideas. I wanted the gun to do more or less damage depending on the target as well with the shield; a robin hood type robot. Eventually I made the shield relatively what it is now, and nerfed the healing factor I put in it. It has the weakness of emp and the shield isn't always up. Who could've known how annoying pop ups would become.... Anyway, I remember the Erebus coming out generally unannounced, or I had missed its reveal. I saw the trailer and knew it was a perfect counter to my Robot. Wait. No. This current design was after the Erebus, but it was still new, maybe 2 months old. After some more time, I shared my robot idea on youtube and asked what people thought. They said kind of similar stuff; the explosion on landing wasn't necessary, the amplifier was too much, the shield, the weapon, the flight speed. Eventually I got complaints from every part of it. So, I redesigned it for the 2nd to last time. It now had a less powerful gun, less powerful pilots, and that was about all I changed. The final update to the robot was actually when I was already a member here. The Seraph and such new stuff was out, and it was not long before starting the world building thread; during my time alone when I deleted my account. I changed the flight to what it is now, changed the shield a little to what it is now, rebalanced the weapon and made it weaker, made it more set in it's ways via stats, and gave it it's last name, from Hover 2.0 to Robin to Wyvern to finally Bahamut. As far as the balance goes, it is meant to fight ANY TANK current meta, and die to older equipment. It has a weakness to long reload snipers because the shield disappears, and it has all amplification removed if it gets emp'd, along with a temporary removal of the shield. It isn't the weakest on the ground, but this robot is supposed to be a jet. It's aesthetic is supposed to look like a jet or something meant for the air, with legs for quick landing and refueling, because that's what it is. I'm going to be honest, when I said I had 3 ideas, the moment I posted that comment, I realized I didn't want to use any I currently had. Tatsu and Ryujin were made on the spot. Of the 3, although complex on paper, Tatsu is the funnest and most balanced robot. The only way it survives is to constantly use the whole robot to do so, and to participate. Even if it's somehow overpowered with 2 medium weapons and decently weak built in missiles that do dot, it's flight mechanic is an improvement version of Bahamut's; it can scrape the ground and flies like that. At the very least it's VERY fun to use and fly around. Also, to reexplain the ability so it makes more sense, It has 2 modes that switch between running and flying. It can truly fly forever and fly anywhere. Accumulation charges separate additions to the inactive ability; damage does not transfer and you only get the benefits of your output by switching to the other ability. In flight it has missiles and healing, and on the ground it has Seraph shield and aegis. I guess that ground combo is unlikable, and I will probably change that. Ryujin, although these were technically rushed, I had some time to think about them. I realized it could go 600 meters in an instant when I was typing it out. The general idea of the robot was to be cool in the air and to stay moving. Although the fireworks are cool, Momentum is the coolest part. The Soar ability will be fixed; I wasn't really intending on it being a shotgunner and this gives them an excuse. It is supposed to have a dash, so how about 70 meters and 4 second cooldown between use, but then flight time needs to increase.... I'm going to make some changes to fix it.
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Post by davortrogon on Dec 16, 2022 10:53:24 GMT -5
Man, I'm sorry. It was still long.
You don't need to read the next part, I'm redesigning Ryujin.
Robot: Ryujin
Class: Titan
Purpose: Rebalance
CHANGES
Offstance Ability
Built in Sniper Reload decreases 10 -> 8 seconds Built in Sniper damage increases 40,000 -> 50,000 dmg
Soar Ability
Flight time increases 10 -> 15 seconds Dashes decreases 4 -> 3 Dash cooldown increases 2 -> 4 seconds Dash distance decreases 150m -> 80m Air speed increases 70 -> 80 km/h
Glide Ability Directional power increases base -> + 50% more directional change and thrust power Built in weapon fire rate decreases .1 seconds -> .5 seconds Built in weapon damage increases 2,000 -> 7,000 dmg per rocket Built in weapon blast radius increases 30m -> 50m Built in weapon effect addition: Charge Built in weapon Charge accumulation per rocket: 5% accumulation or 20 rockets to reach threshold Built in weapon Charge effect damage: 30,000 damage on 100% accumulation, every additional rocket adds 3% charge and deals 3% of total damage of accumulation.
To summarize charge, after 20 rockets 100% acc. and 30,000 damage. After 40 rockets, because of the 3% charge, 3 x 20 rockets = 60% more charge damage. This totals to 30,000 + 18,000= 48,000 damage, from charge after 40 rockets. With rocket damage included these totals to (48,000 + 280,000) = 328,000 damage in 20 seconds. Scaling this up to 1 minute, 420,000 rocket damage + 120% of 30,000 + 30,000 = 66,000+420,000 = 486,000 per minute. That's a lot of damage from just the built in weapon. But, you have to avoid it. I guess this will be complained about as well. Also, it disappears with phase shift, but if someone has a lot of hp and gets hit they could kill their whole team.
Charge description: Effect stacks forever. Once the base threshold is reached and the effect application ceases for 5 seconds, the robot explodes with a 50 meter radius and applies 50% of the current effect to enemies nearby. Upon death, the robot explodes if accumulation is above the threshold. Basically a scarier Blastcharge. This effect is blocked by every type of shield; physical, old energy shield, aegis, aegis body shield, absorber, ECU, Reflector, and Seraph shields.
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Post by 079 on Dec 16, 2022 13:13:25 GMT -5
Interesting to see how old your ideas were, as I had no idea and instead just thought you wanted to make a kitchen sink Hover upgrade that kills the current meta. So yeah, the more you know!
Also, I actually have been warming up to your long posts. In the past, long posts were usually a bad sign, as they often were full of needless rambling and tangents, but as I read yours, I can appreciate the quality of the writing, and it’s just you genuinely have a lot to say on the matter. I can relate to that, since well, I don’t know if you know, but I have written some monstrous posts from time to time!
As for my feedback, don’t take what I said as gospel, as it is an outsider’s perspective, but I like what you have done so far. After all, War Robots is at its finest when the robots are easy to understand but difficult to master. Also, you are making me start to think about making my own titan, so look forward to that in the near future!
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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 13:14:52 GMT -5
I wanna just write this down here so I can use it for a battle later
bob 155,000 HP 1.8 29km speed 1.8 Aegis shield health: 95,500 1.8
Big, lumbering boy. Meatshield.
Armament: 1x Avenger 1.8 2x Punisher T
Ability: Fortify Replenish 50% of bob's aegis shield, and turn it into a much wider directional barrier which follows the front of your robot. Enemies cannot pass through the widened version of the barrier, but bob's turning speed is also significantly reduced.
Timmy 90,000 health 1.8 39km speed 1.8 Physical shield health: 42,000 1.8 Slots: 2x medium 2x light
Regular old bot. Good balance between speed and protection, while still retaining a threatening armament.
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Deleted
Deleted Member
Posts: 0
Karma:
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Post by Deleted on Dec 19, 2022 13:00:44 GMT -5
ability - nuclear bomb!
destroys pixonic servers - pixonic headquarters and all pixonic employees!
job done i won!
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Post by davortrogon on Jan 4, 2023 13:34:53 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 direction Dashes (-) indicate space At (@) indicate built in weapons Numbers(12345) indicate weapon class 1 = light 5 = Alpha Underscore (_) indicates height drop between robot (Butch's center relative to it's weapons) Asterisk (*) indicates height increase Equals (=) indicates physical shield Parenthesis ( () ) indicates energy shields Curly Brackets ({}) indicate aegis shields Brackets ( [ ] ) indicate absorber shields Hashtag (#) indicates reflector Dollar sign ($) indicates Seraph shield Slashes (/|\) indicate stored weapons (| means they are turned up)
Orientation: 2 Legs, Normal turning, Wide Robot Weapon Placement 1: -2^-**1<>1**-^2- 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 5, 2023 10:01:00 GMT -5
I'm going to rebalance this now.
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Post by davortrogon on Jan 5, 2023 10:37:57 GMT -5
APOLLO REBALANCE
Robot: Apollo Class: Robot Purpose: Rebalance __________________________________________________________________________________________________________________________________ Original Robot:
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 direction Dashes (-) indicate space At (@) indicate built in weapons Numbers(12345) indicate weapon class 1 = light 5 = Alpha Underscore (_) indicates height drop between robot (Butch's center relative to it's weapons) Asterisk (*) indicates height increase Equals (=) indicates physical shield Parenthesis ( () ) indicates energy shields Curly Brackets ({}) indicate aegis shields Brackets ( [ ] ) indicate absorber shields Hashtag (#) indicates reflector Dollar sign ($) indicates Seraph shield Slashes (/|\) indicate stored weapons (| means they are turned up)
Orientation 1: 2 Legs, Normal turning, Wide Robot Weapon Placement 1: -2^-**1<>1**-^2- 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.
Orientation 2: 4 Legs, Slowed turning, Wider Robot (Around the width of Mars) Weapon Placement 2: -2^@-**1<@>1**-@^2- All Weapons Spread out from each other to make room for 3 built in guns.
Ability type: Activation (Once you push it, it runs its course) 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. The weapon bypasses only Aegis shields.
__________________________________________________________________________________________________________________________________ CHANGES __________________________________________________________________________________________________________________________________
Weapon Built in weapon damage decreases -> -50% (Short range damage becomes long range damage, Long range damage is 1/2.) Weapon Range decreases to 200m range Weapon radius increases to 90 degrees; 45 degrees on each side
New Built In Weapon Details
Weapon damage: 1,000 +1,000 per second (At 200m). Close-range damage: 1,000 + 2,000 per second (At 50m). Every second the weapon deals +2,000 damage Over 10 seconds and Total damage: 1,000, 3,000, 5,000, 7,000, 9,000, 11,000, 13,000, 15,000, 17,000, 19,000. Total Damage: 100,000 damage Over 10 Seconds and Total damage at range: 1,000, 2,000, 3,000, 4,000, 5,000, 6,000, 7,000, 8,000, 9,000, 10,000. Total Damage: 55,000 damage You will only take excessive damage once you are in radius for more than 1 second. The weapon bypasses only Aegis shields.
__________________________________________________________________________________________________________________________________ New Summary of Robot
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 1: 2 Legs, Normal turning, Wide Robot (Around the width of Natasha) 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. Orientation 2: 4 Legs, Slowed turning, Wider Robot (Around the width of Mars) Weapon Placement 2: -^2@1<@>1@2^- All Weapons Spread out from each other to make room for 3 built in guns.
Ability type: Activation (Once you push it, it runs its course) 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: Three 200m range sound cannons with special effect: they pass through buildings and have a centered 90 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: 1,000 +1,000 per second (At 200m). Close-range damage: 1,000 + 2,000 per second (At 50m). Every second the weapon deals +2,000 damage Over 10 seconds and Total damage: 1,000, 3,000, 5,000, 7,000, 9,000, 11,000, 13,000, 15,000, 17,000, 19,000. Total Damage: 100,000 damage Over 10 Seconds and Total damage at range: 1,000, 2,000, 3,000, 4,000, 5,000, 6,000, 7,000, 8,000, 9,000, 10,000. Total Damage: 55,000 damage You will only take excessive damage once you are in radius for more than 1 second. The weapon bypasses only Aegis shields.
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Post by davortrogon on Jan 5, 2023 10:45:15 GMT -5
Apollo is meant to clear beacons. It does damage through walls, and has enough range to scare people off of beacons while hiding in cover. If you do catch it, it is still a powerful opponent, but it can be killed. With this rebalance of ability, I believe this is balanced now. It is a counter to any who hold beacons, and has a weakness to reflectors. It is best with lockdown to keep people in its attack radius, so Corona and Halo may be a good choice for this robot. Although it is a sound based robot, IT DOES NOT DO PERMANENT DAMAGE LIKE SONIC WEAPONS. It's great at countering slower robots, and can be killed at range. It is best used for its purpose. I believe against something like Reaper, It would fare well due to reaper standing still. Most flying or jumping robots would have an easy time dealing with this robot.
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Post by davortrogon on Jan 5, 2023 15:43:46 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. 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.
Weapon Placement Example: Natasha 1<-^3-3^->1 Arrows (<,^,>) indicate placement direction Dashes (-) indicate space At (@) indicate built in weapons Numbers(12345) indicate weapon class 1 = light 5 = Alpha Underscore (_) indicates height drop between robot (Butch's center relative to it's weapons) Asterisk (*) indicates height increase Equals (=) indicates physical shield Parenthesis ( () ) indicates energy shields Curly Brackets ({}) indicate aegis shields Brackets ( [ ] ) indicate absorber shields Hashtag (#) indicates reflector Dollar sign ($) indicates Seraph shield Slashes (/|\) indicate stored weapons (| means they are turned up) And(&) indicates shields not in game; special shields of your own design (Put this at the beginning) Apostrophe (') indicates height of robot's waist and the general size of the robot (this is a newer addition and isn't updated on every robot) 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.
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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.
*I messed up the addition in this example but I do go back and find the correct answer, I just attempted to change the numbers but it didn't work. I explain more at the end.*
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 14:43:50 GMT -5
I'm making a goal to make a new robot every day.
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Post by davortrogon on Jan 6, 2023 14:44:04 GMT -5
New Robot: Longinus Theme: Christianity (A mix between 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 Deleted on Jan 6, 2023 15:25:52 GMT -5
I'm making a goal to make a new robot every day. leave your wallet with the therapist lol
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Post by davortrogon on Jan 6, 2023 15:39:49 GMT -5
SIMULATION
Longinus vs Bahamut
Map: Yamantau, All Guards variant
Modules (For both): 1 Nuclear Amplifier, 1 Repair Amplifier, 1 Immune Amplifier
Weapons (Bahamut): 2 Atomizer 1 Quarker
Weapons (Longinus): 3 Weber
No drones
No motherships
No pilots
No weapon loss
SIMULATION BEGIN
Bahamut spawns behind the far beacon on the side with the uncovered bridge. Longinus spawns behind the covered bridge. For sake of direction, The side with the covered bridge is West, The uncovered bridge is East, The North is by the building that hovers used to camp, and the South is where people used to camp beacons. Longinus travels down the entrance of the covered bridge. Bahamut takes off, and by the time Longinus is on the bridge Bahamut is at the middle island. Longinus tries to get line of sight, but Bahamut flies under the bridge. Bahamut flies from the other side of the bridge, and Longinus activates it's ability. When Bahamut reaches the altitude of the bridge and begins to fire at Longinus, BOOM! Longinus erases half of Bahamut's health. Since it's shield wasn't up, it's not going to get any healing. Bahamut does not retreat; it fires with all it's might at Longinus. Longinus has 1 more shot left before it's ability is done. After the three seconds of shielding, Longinus fires, but misses because Bahamut flies on top of it. Bahamut's built in cannon is melting Longinus. It tries to turn around, but Bahamut is playing carefully now. Longinus walks off the bridge on the inner side. Bahamut makes sure to stay on top of it; neither can hit each other due to the angle. Longinus is reloaded, and had 5 seconds left on ability. They are both healing from their repair amplifier. Bahamut dives down, and gets behind Longinus. Longinus turns to shoot, and fires it's last bullet straight into Bahamut. Bahamut is in critical health at 25%, and Longinus is only down to 50%. Longinus's ability is down, so the other guns activate. Bahamut is still shooting at Longinus, but now it returns with heavy fire. Unfortunately, Longinus has constant fire weapons, so with low charge on the Webers, it has to fire, activating Bahamut's shield. Bahamut it right in front of it, taking all the damage into the shield. Longinus tries to look away, but Bahamut keeps getting in front of it; it's using it's own weapon against it. If Longinus fires now, Bahamut will heal a lot. If it doesn't, Bahamut's built in weapon and weapons will kill it. Longinus has to choose fight or flight, and since it can't run, it fights. It successfully looks away for 3 seconds, and the shield goes down. Longinus has it's ammo ready, and it tries to fire another shot at Bahamut, but it's already behind cover. Longinus has 20% hp left, and Bahamut has healed back to 30%. Keep in mind Bahamut is still flying this whole time. Bahamut does some quick math and determines that it only needs to fire at it for 6 more seconds maximum. Longinus's ability is ready. It turns into the sniper mode. Bahamut flies up and over the bridge, and dives down the other side, stopping in the air for a brief moment, while Longinus turns around and shoots. Bahamut strafes full speed and dodges one of the Weber bullets. Longinus is timing its ammo to hit more shots. Bahamut rains fire from all directions, acting like a1-robot swarm. Longinus manages to hit Bahamut again, with 2 charges Webers. Bahamut is in supercritical health. Bahamut tries to get behind cover, but Longinus hits it with the ability bullet. Bahamut's shield was up, but it was at 15%. Bahamut is still alive, with 4%hp left. Bahamut flies on top of the bridge, and then in the bridge, and through the tunnel all the way down to the other side of the base. Longinus is at very low health, but Bahamut chose to retreat. Longinus eventually makes it's way on top of the ridge between the bridge area and the path down the the main center; the spot a lot of snipers camp at. Bahamut heals up to 40%, and Longinus heals up to 50%, both at their grey bars. Bahamut never landed; it doesn't need to. Longinus has it's ability ready. Bahamut flies on the outskirts of the East side of the map. and rapidly approaches from the North, already at the beacon. Longinus never got a clean shot at Bahamut until it flew over the hover camping building. Longinus shoots, but Bahamut used the cover of the building to block the shot. It then charges at Longinus switches to sniper mode. Bahamut rains fire, and Longinus gets a clean shot, removing 2/3 of Bahamut's health. The shield is up, but Longinus is playing smarter. It drops down onto the bridge and into the entrance tunnel before it is too badly damaged. Bahamut flies above it and uses the up and down vision to get Longinus to waste it's second bullet, and unload all it's rounds. Bahamut takes this opportunity to fire, and Longinus once again can't do anything. It's machine gun keeps the shield up, and Bahamut's bullets's percent damage has caught up to Longinus. Longinus is killed before it can do any more damage.
Bahamut 1
Longinus 0
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Post by davortrogon on Jan 9, 2023 12:59:08 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 Range: 350m Spread: 60 Degrees Reload: 10 seconds Damage: 233 per tick, 10 ticks per second, 35,000 per mag Ammo duration: 15 seconds 84,000 damage per minute If the weapon has not been fired in 5 seconds, it begins to reload. This reload refills 10% per second, so if you have fired 5 seconds then after the 5 second no reload period it would take 5 seconds to reload remaining ammo.
Vesta Range: 350m Spread: 60 Degrees Reload: 10 seconds Damage: 350 per tick, 10 ticks per second, 52,500 per mag Ammo duration: 15 seconds 126,000 damage per minute If the weapon has not been fired in 5 seconds, it begins to reload ammo. This reload refills 10% per second, so if you have fired 5 seconds then after the 5 second no reload period it would take 5 seconds to reload remaining ammo.
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Post by davortrogon on Jan 9, 2023 13:00:19 GMT -5
I'm making a goal to make a new robot every day. leave your wallet with the therapist lol Not in the game, in this thread. A new idea. I've never spent a penny on War Robots and I never will.
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Post by davortrogon on Jan 9, 2023 13:19:01 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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