Balance changes coming with RoboPass and Boosts removal

We’ve announced tons of new cosmetics that will make their way into the game through this RoboPass which will be released next week. A couple of you have inquired about the balance of the parts with this update, so this DevJam hopes to answer some of those questions.

Time to Kill

The community asked us to remove the Boosts, and so we are removing them with this RoboPass release. Removing Boosts brings with it a huge change to the TTK (Time To Kill), so in order to compensate for this, we’ve had to make some changes to the DPS (Damage Per Second) of the weapons. These change are reflected in the table below.

More like 2014

With such a big change to the balance of the game, we felt it would be a good idea to also make some adjustments to the weapons stats, to make them feel similar to how they were in the early Robocraft days.

When Loot Crates were introduced, weapons were balanced so that a T0 Laser could be as effective as a T5 Laser, as robots were not split by Tiers any Tier of Laser could be used on your robot. They were balanced to be fairly equal when it came to DPS, however, after RoboPass T5 Lasers will be more powerful than T4 Lasers and this pattern will be true for all weapons.

NB: The cooldown (time between shots) and Energy cost per shot have been normalised across weapon Tiers. This makes the firing rate the same for any Tier of that weapon, with Damage per shot, CPU Cost and Health being key differences as you go up the Tiers.

Type Tier CPU Cost Max Fire Rate Energy Cost Damage Health
Laser 0 10 6.67 500 11,400 10,000
Laser 1 14 6.67 500 15,960 14,140
Laser 2 18 6.67 500 20,520 18,540
Laser 3 22 6.67 500 25,080 23,760
Laser 4 26 6.67 500 29,640 29,120
Laser 5 250 6.67 500 29640 300000
Plasma 0 14 13.33 2000 46,200 14,000
Plasma 1 18 13.33 2000 59,400 18,180
Plasma 2 22 13.33 2000 72,600 22,660
Plasma 3 26 13.33 2000 85,800 28,080
Plasma 4 30 13.33 2000 99,000 33,600
Plasma 5 300 13.33 2000 112,200 360,000
Rail 1 18 1.33 2750 70,200 18,180
Rail 2 22 1.33 2750 85,800 22,660
Rail 3 26 1.33 2750 101,400 28,080
Rail 4 30 1.33 2750 117,000 33,600
Rail 5 260 1.33 2750 132,600 312,000
Nano 2 18 13.33 300 5,130 18,540
Nano 3 22 13.33 300 6,270 23,760
Nano 4 26 13.33 300 7,410 29,120
Aeroflak 4 150 2.0 1750 15,000 168,000
Aeroflak 5 300 2.0 1750 21,000 360,000
Seeker 3 100 13.33 300 6,750 130,000
Seeker 4 140 2.5 2000 72,750 196,000
Seeker 5 275 2.5 2000 99,000 412,500
Ion 4 145 1.0 4000 174,000 162,400
Ion 5 245 1.0 4000 269,500 294,000
Chaingun 4 165 10.0 1750 8,250 231,000
Chaingun 5 325 10.0 1750 12,250 487,500
Mortar 5 290 0.87 4500 225,000 435,000
Tesla 2 16 4.0 1250 52,000 16,480
Tesla 3 20 4.0 1250 65,000 21,600
Tesla 4 24 4.0 1250 78,000 26,880

Important Notes

  • Cooldown (time between shots) and Energy per shot is the same for each tier of weapon
  • Damage and health increase the higher the tier of the weapon
  • CPU values of parts are not changing
  • TTK(Time To Kill) is going to decrease due to the boost removal
  • 20% reduction in speed boost
  • Movement part health is getting a 10% increase
  • Health and Damage boost are removed
  • Laser projectile speeds at low Tier have been increased, so now they are slower as you progress to Tier 5 (meaning a higher skill with Lasers is required at higher Tiers)

Thanks for reading!

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