Robocraft Community Balance Sep 2019
Hey Robocrafters, thanks for your feedback and collaboration on getting this community balance update together.
General Balance Changes
Lasers
Plasma
Rail
Nano
Tesla
Seeker
Aeroflak
Chaingun
Ion
Mortar
To see the results of the survey I asked, click this link: https://docs.google.com/forms/d/e/1FAIpQLSfFvjgKg9ioHQzgt9xBN7ljOcETvKTi8MC6xaMRZj6NgraJrQ/viewanalytics
Thanks again for your feedback.
General Changes
- Unflattened the Energy consumption of weapons to make them like they were in the boost-era days. This has meant some damage values and fire rates needed to be tweaked also, these will be listed below.
- Gamemode rotation is now every 30 minutes instead of every 60 minutes
- Tweaked the matchmaking to be faster so battles start sooner.
- Mars and GJ 1214b Gravity set to be the same as Earth.
- Changed the Score to XP/Robits conversion to be more rewarding on better plays and more punishing on worse plays.
- Cost of Bay upgrades has been reduced by 10% (Except Mega Bay upgrade which has the same price).
- Tweaked the selection of AI robots to choose higher CPU builds.
General Balance Changes
- Removed in-air inaccuracy from Lasers
- Removed Movement inaccuracy from Lasers and Rails (No weapons have movement inaccuracy now)
- All weapons are now 25% Lighter
- Compact Cube Mass changed from 3 to 2.5
- Heavy Cubes have a 10% increase in health.
- Helium has a 10% increase in health.
- Helium has a 20% Increase in Lift.
Movement Balance Changes
- Wheels - No changes
- Tank Tracks - Increase tank health by 10%
- Mech Legs - No changes
- Sprinter Legs - Increase Sprinter health by 5%
- Insect Legs - Increase Insect health by 10%
- Skis - No changes
- Hovers - No changes
- Rotors - No changes
- Wings - No changes
- Rudders - Rudder Speed now the same as their wing counter parts.
- Thrusters - No changes
- Propellers - No changes
Weapon Balance Changes
Lasers
- Scales from 210 - 451 Energy per shot
- Scales from 8,640 - 23,612 Damage per shot
- Scales from 16 - 6.67 Shots per second
Plasma
- Scales from 500 - 1,620 Energy per shot
- Scales from 15,000 - 73,204 Damage per shot
- Scales from 20 - 5 shots per second (with optimal weapon count)
- Explosion radius scales from 4 to 6.5
Rail
- Scales from 2,500 - 6,000 Energy per shot
- Scales from 80,878 - 275,000 Damage per shot
- Scales from 2 - 1 Shots per second
- Projectile speed increased
Nano
- T2 uses 0 energy, T3 - T4 uses 125-200 energy per shot
- Scales from 4,500- 12,481 Heals per shot
- Scales from 20 - 13.33 Shots per second
- Projectile speed increased by just under 15%
- Projectile range increased by just over 40%
Tesla
- T2 uses 0 Energy, T3 - T4 uses 350-700 Energy per shot
- Scales from 20,00 - 99,551 Damage per shot
- Scales from 20 - 5.99 shots per second
Seeker
- T3 uses 244 Energy per shot, T4 - T5 uses 1,450 - 1,900 Energy per shot
- Scales from 3.33 to 2.50 Shots per second
Aeroflak
- Scales from 600-817 Energy per shot
- T4 & T5 Scales from 5 - 4 Shots per second
Chaingun
- Scales from 2,250 - 2,450 Energy per shot
- Scales from 16.67 - 14 Shots per second
- Increase both tier health by 5%
Ion
- Scales from 1,850 - 2,650 Energy per shot
- Scales from 210,000 - 312,165 Damage per shot
- Scales from 1.33 - 1.11 Shots per second
Mortar
- No changes
To see the results of the survey I asked, click this link: https://docs.google.com/forms/d/e/1FAIpQLSfFvjgKg9ioHQzgt9xBN7ljOcETvKTi8MC6xaMRZj6NgraJrQ/viewanalytics
Thanks again for your feedback.