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Post by Шɑɡɡɪή on May 19, 2017 14:02:45 GMT -5
. War Robots 2.9.0 (2.9.0.327) Platform: iOS Size: 289 MB 96776b3ad8d20df03ebe52b22046c49b Download & Install To install this version over the air, open this email on your device. If you have any questions, just reply above this email. What's New? You have received this email because you applied for War Robots testing. ATTENTION! Please delete the previous War Robots test app before installing the current one in order to avoid possible app performance issues. Test server will be open on May 20-21th from 7 to 10 PM in the next timezones: GMT/UTC (Universal Time Coordinated), EST (Eastern Standard Time), PT (Pacific Time) and JST (Japanese Standard Time). All content is set to LEVEL 8. It is the most optimal level to test the balance changes. Level 12 stats are provided separately. What’s new: — TDM game mode: Team Deathmatch is a game mode where you have to destroy the whole opponent team to win the match. Beacon will be switched off during this test and you can test the prototype of this new game mode on all maps except Springfield and Yamantau; — New medium weapon prototype. This time autofire is disabled and damage would be like on the previous test. Also locking on the target isn’t required now. Damage still will be increasing as you get closer to your target; Level 8: 5205 DPS at 0m range, 2430 DPS at 400 range (interpolates DPS between min and max range); — New heavy weapon prototype: Damage = % from enemies full HP amount. Ignores energy shield. Range 350m. — New map prototype (early stage of development); — Noricum new model and rebalance: weapon redesign, further rebalance: range 300-1100, damage reduced since last test; — Adjusted targeting system: During this test the speed of target switch would be increased. Here you can find all the instructions: goo.gl/BNRCyQWhen the test is finished, please submit your feedback here: EN: goo.gl/TJYFMsRU: goo.gl/r7r1hLJA: goo.gl/ODYUy2CN (trad): goo.gl/srtlaqCN (simp): goo.gl/5CK8fqAttention! From this test Youtube video or stream link is required to recieve test server reward. Follow War Robots test server news: www.facebook.com/Walking War Robots.test.page/ Enjoy!
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Post by War Child on May 19, 2017 21:53:56 GMT -5
What does the heavy prototype look like?
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Post by zephyr1138 on May 19, 2017 22:30:52 GMT -5
Test server deathmatch? What type of hanger do you set up for that? Lancelot taran/ancile, lancelot thunder/tarans? I can see a great many britbots and no gunslingers this weekend.
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Post by Шɑɡɡɪή on May 19, 2017 23:31:49 GMT -5
What does the heavy prototype look like? . Here's a vid showing it :
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Post by Firebeard on May 20, 2017 0:20:30 GMT -5
I can see a 5th hangar slot all important, for a Death Match. Not sure about this new "prototype weapon," please give a detailed report on this.
This is welcomed ..
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Post by Pulse Hadron on May 20, 2017 0:51:47 GMT -5
The new heavy weapon sounds interesting. But if f damage is a percentage of the bots health then you can't kill anything with it, like Zenos paradox it'll get lower and lower but never reach zero. Unless maybe there's some rounding up in calculated damage. Otherwise you'll have to carry some other weapon to finish them off.
I'm not familiar with the target lock problem, I can already quickly flip through targets. The problem I have is the target jumping when I didn't want it to, like in mid-fire.
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Post by zephyr1138 on May 20, 2017 6:47:36 GMT -5
That new area affect weapon in that video isnt in this test server run. The new weapon looks like zeus and does energy damage
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Post by The VVatcher on May 20, 2017 7:01:15 GMT -5
A "serious" team deathmatch in this game would be a camping match. In the test server where people aren't taking it that seriously, it could be fun. But if no one wants to die, it'll get boring quick.
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Post by peterw35 on May 20, 2017 8:31:10 GMT -5
The new heavy prototype is a cool idea. But every weapon needs to have a weakness. And how about dealing a percentage of one's CURRENT health level instead of max health? Which means this weapon will be great at reducing super heavy bots but can never kill a bot. So the pilot will need some tactic to always search for higher health opponents. And better team up with another team mate who can "finish a bot" for you? Reasonable twist to a cool weapon concept?
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Post by ᴛʜᴇ ʙɪɢ ᴅʀᴏᴘ on May 20, 2017 9:07:09 GMT -5
The new Heavy ProtoWep doesn't seem to be one that you group with other weapons of the SAME type... Rather it works in conjunction with other weapons of DIFFERENT types.
i.e. On a Leo with three Pinatas or Magnums... Lancelot with Two Tarans or Orkans.
Clearly being designed as a counter to not only the Dash Meks but also as a deterrent to the dreaded Ancilelot
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Post by ᴛʜᴇ ʙɪɢ ᴅʀᴏᴘ on May 20, 2017 9:12:02 GMT -5
A "serious" team deathmatch in this game would be a camping match. In the test server where people aren't taking it that seriously, it could be fun. But if no one wants to die, it'll get boring quick. I hope it goes thru to live server to eliminate the excuse that many clans use when they are caught squad-tanking. It will also be a testosterone releaver for those pilots that feel the insationable need to prove how awesome they are. Pfft.
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Post by bootycallhalifax on May 20, 2017 9:52:05 GMT -5
The new heavy weapon sounds interesting. But if f damage is a percentage of the bots health then you can't kill anything with it, like Zenos paradox it'll get lower and lower but never reach zero. Unless maybe there's some rounding up in calculated damage. Otherwise you'll have to carry some other weapon to finish them off. I'm not familiar with the target lock problem, I can already quickly flip through targets. The problem I have is the target jumping when I didn't want it to, like in mid-fire. I initially thought this is what they meant by "does a % of damage" but it's not really. It's just a % of damage from the max health of the robot. It stays the same, damage by % doesn't decrease as robot loses health (unfortunately. I thought it would be cool if that was how it worked). So basically it consistently does the same amount of damage. The interesting thing is that it would take the same amount of time to kill any bot (i.e. Would take same time to kill fury as it would a stalker, so still has a cool aspect to it).
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psychoticwolf13
GI. Patton
When you hear my howl, you know there's no escape
Posts: 139
Karma: 26
Pilot name: Psychotic_Wolf13
Platform: iOS
Clan: The Wolf Clan
League: Expert
Server Region: North America
Favorite robot: Bulwark, Lancelot, Mercury
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Post by psychoticwolf13 on May 20, 2017 16:49:33 GMT -5
What happened to the Tempest and the Medium Zeus Prototype. Those were good. These new pulse weapons are loads of trash. All that will come from them are more TT Furies and other mid-range monsters. I remember that these were leaked about four months ago and not one person accepted the idea with open arms. In fact, most swatted it away. The percentage idea is not terrible, but I don't see it being a viable option in the future, because it's success is solely based on your competition. It would, however, increase the number of light bots due to the fact that they take significantly less damage from it. I do like the idea of team deathmatch. It is a whole other side. However, it will not be good for the wellbeing of the game. It will cause the standard game mode to be riddled with lights, and heavies, maybe even some mediums, will become obsolete.
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Post by FRΞΞDØM☆F1GHTΞR on May 20, 2017 18:16:28 GMT -5
A "serious" team deathmatch in this game would be a camping match. In the test server where people aren't taking it that seriously, it could be fun. But if no one wants to die, it'll get boring quick. Ummmmmmm... definitely NOT how team deathmatch usually plays out in shooter games...
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Post by The VVatcher on May 20, 2017 19:46:49 GMT -5
A "serious" team deathmatch in this game would be a camping match. In the test server where people aren't taking it that seriously, it could be fun. But if no one wants to die, it'll get boring quick. Ummmmmmm... definitely NOT how team deathmatch usually plays out in shooter games... This game is different than other shooter games. It's slower paced. Closing the gap is slow and very punishable. People who is intent on not dying or using one bot the whole game can do so in this game if they really want to. They are losers now because of beacons but more people would be inclined to do this in a deathmatch.
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Post by Shooty McRobot on May 21, 2017 11:47:11 GMT -5
A "serious" team deathmatch in this game would be a camping match. In the test server where people aren't taking it that seriously, it could be fun. But if no one wants to die, it'll get boring quick. I'm not finding that to be the case. What I do find is that people bunch up more and there are fewer stragglers, because the impetus to be anywhere other than the brawl is gone. No beacons to swing out wide for. Now the only reason people move elsewhere than toward the knot of radar blips is to try to flank, or if they think they can find a good sniper perch, but sine the maps have been limited, there haven't been a lot of great opportunities for sniping. With that said, I do think the beacons add something. It's just an extra element that means you can rarely pin the other team down under your thumb because somebody is going to shoot out for a beacon. I like how that makes the battle range all over the map and allows for more 1v1 and surprising people.
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