leafbarrett

Robocraft terms

Jun 1st, 2015
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  1. ==Basic==
  2. -Block: Any part in the game. Armor, weapons, whatever, you name it, it's a block.
  3. -Tier: The strength of a bot, determined by the values of its components; weapons give more points than basic blocks, for example. Higher tiered parts give more points. Matches are split up by tiers; tier 8 bots will only be in matches with other tier 8 bots, etc. Tiers range from 1 to 10 and TX-1 (megabot). Higher tier matches provide higher rewards, but are generally home to harder, higher-level play.
  4. -CPU: The amount of space the player has for parts on a bot. As you play the game, you will level up, which will increase your CPU capacity. Different parts have different CPU loads. These are measured in pFLOPs (Peta-FLoating-point Operations Per Second), which I just now learned is an actual measurement of computer speed.
  5. -RP: Robopoints. This is the in-game currency, earned by playing matches and performing well. There are bonuses for dealing damage, getting kills, healing, spotting, and so on.
  6. -GC: Galaxy cash. This currency is bought with real money, and can be used to buy cosmetics, premium time, uber tokens, or spent in place of RP. This is not a pay-to-win game; anything with any functional importance can be bought with RP, save for speedometers and altimeters, which aren't especially necessary either.
  7. -TT: Tech tokens, also called tech points. These allow you to unlock parts in a tier. Each tier has its own tech tokens, which cannot be used in other tiers unless the player spends GC to convert them into general-use tokens, called uber tokens.
  8. -Premium: Premium time doubles the rewards at the end of each match, and provides a 5% RP bonus for all players in the match, which stacks additively with other premium users' bonuses; premium users get the bonus from other users, and get a 5% bonus themselves as well.
  9.  
  10. ==Blocks==
  11. -Chair: The pilot seat, the most crucial part of any bot. If the seat is destroyed, or the 2 blocks the seat are on are destroyed, the bot explodes. Any blocks that are not indirectly connected to the pilot seat (connected to blocks that lead back to the seat) are destroyed, regardless of their current HP. This is the primary reason why my bot in this video is so frail; the enemy doesn't actually need to destroy the blades themselves to bring me out of the sky and remove my plasmas, only the struts the blades/plasmas are on; in addition, the 2 blocks under my seat are exposed from below, and the seat itself is completely exposed to any attack from above.
  12. -Armor Cube: The basic building blocks. They are color-coded based on tier. These come in a few different shapes, which have different weights, connection points, and HP values. There are cubes, inners (one corner removed), prisms (half-block wedge), and tetras (one corner). There are also rounded variants of the aforementioned blocks, other than the cube shape.
  13. -Weapon: A robot's method of inflicting damage. There are 5 different weapon types. A bot can only have one weapon type equipped, except for teslas, which can be equipped on any robot. Aside from teslas, bots gain an active benefit for up to six weapons, but no more; any additional weapons are simply in case some weapons are destroyed.
  14. -Movement: There are several different types of parts that enable a bot to move. Unlike weapons, a bot can equip multiple types of movement parts; one common combination is copter blades and legs.
  15. -Electroplate: Electroplates, or EPs for short, are large glowing shields. They have two separate HP amounts: the shielding, which has a high HP value and recharges after not taking damage for a short while, and the actual plate, which doesn't recharge; if the plate's HP reaches zero, the plate is destroyed, like any other block. Nothing can be placed on top of the shield, and some are shaped awkwardly, making them harder to equip. Until tier 10, each tier only has one shape, with HP and shield HP to match. If the block the plate is connected to is destroyed, the plate is destroyed as well. The shield does not soak up excess damage; when the shield's HP reaches zero, any remaining damage is transferred to the plate. These have a high CPU cost, so it may be hard to find the space for many of them.
  16. -Radar (Jammer/Receiver): Radar detects enemies within a certain radius. Jammers hide the bot from enemy radar. Both of these things stack; more radars increase effectiveness vs jammers, and more jammers reduce the enemy's detection further. Receivers receive data from other bots' radars.
  17. -Cosmetics: Technically, these are blocks; they have HP (105), cost CPU (1 pFLOP), and follow the same rules as any other block. However, they are just that: cosmetics. They provide no tangible bonus, and are purely for looks.
  18. -Headlamps: They exist, I guess.
  19.  
  20. ==Movement==
  21. =Ground=
  22. -Wheels: These are fast, inexpensive, and use little CPU, but have poor traction, wider turning, and can easily go out of control at high speeds. They have moderate HP. Adding thrusters increases the speed of the bot.
  23. -Treads: Caterpillar tracks. These are slow, heavy, and large, but have excellent traction and extremely high HP, as well as multiple points of connection. They also heal at triple the normal rate. These completely block damage radiation of all types.
  24. -Legs: These are a little faster than treads, but are also very big targets; unlike treads, they can't be effectively covered, because they require a lot of empty space to move around. These have perfect traction in the sense of the legs stick to the ground and won't slide on ice, but can still take a moment to come to a stop. Legs can jump, though jumping at an angle can cause the bot to flip over - depending on the angle, the bot may or may not right itself in midair. They can also climb walls and, if you're careful, even ceilings. There is a glitch where walkers will sometimes fail to stop moving when the movement keys are released. My movement type of choice.
  25. -Hover Blades: These allow a bot to hover a short distance off the ground. The altitude can be adjusted, but they can't hover very far off the ground; as such, they are still considered grounded bots. These are hard to balance well, and losing even one hoverblade can throw the bot off balance easily. They are extremely fast and maneuverable.
  26. -Skis: Hover skis. These cause the bot to hover a very short distance off the ground. Allows for very high speeds, but has effectively no traction at all, since it's not in contact with the ground. These also have no propulsion on their own; they require another movement type in order to move. I honestly don't know much about these, as I very rarely see them used. I don't even know how they affect spotting.
  27. =Air=
  28. -Thrusters: These create force in the direction they are pointed. These can be used to move forwards or backwards, spin left or right, or gain/lose altitude. On a grounded bot, they don't affect the movement speed of treads or legs, but do for wheels. Fliers use these in combination with aerofoils and/or rudders to fly through the air; drones use them as their primary form of movement, or sometimes their only form of movement.
  29. -Rotor: Rotor blades. These are copter blades. I demonstrated these in this video, referring to them incorrectly as blades. They aren't very fast, and are slow to gain or lose altitude, but are extraordinarily stable as far as aerial movement is concerned, making copters much harder to completely cripple. They are very large targets, and require a huge amount of horizontal space to attach to a robot, but very little vertical space. They come attached to a block already; this block has connection points on all sides except for the top, where the rotor is.
  30. -Aerofoil/Rudder: Aerofoils are airplane wings; they create lift when moving and allow bots to glide. Rudders are essentially aerofoils, except much smaller and lighter, and with less lift but more control. Aerofoils are frail, and won't work if the bot weighs too much. These can also be used to stabilize cruisers and tanks.
  31. -Helium cube: A block that passively generates lift. This takes up the same space as a normal cube, and has less HP. Used to help aircraft stability, supplement aerofoil lift, and lift drones into the air.
  32.  
  33. ==Weapons==
  34. -Plasma: Plasma Launcher. An artillery weapon that fires exploding balls of plasma in an arc. The explosion does splash damage. Deal enhanced damage to crystals. Up to six can be fired at once. This is the only non-hitscan projectile weapon in the game. My weapon of choice.
  35. -Rail: Rail Cannon. A sniper rifle that fires hitscan shots with extreme range and damage, but has tremendous reload time; it takes 12 seconds to reload after expending all shots. The player can reload manually, and it will be faster, but the player can't fire until completely done reloading, even if there are shots remaining. Rails gain accuracy when the bot is stationary and aiming steadily; moving your bot in any direction or looking around quickly will cause the weapon to have a steadily widening cone of fire until the bot is stationary once more. Deals unreal amounts of damage to crystals, but the reload time makes them generally less effective than plasmas at destroying crystals. One shot per rail can be fired in succession without reloading, up to a maximum of 6.
  36. -SMG: Subatomic Machine Gun. A fast-firing weapon that does decent damage per shot. Despite what the graphic may suggest, this is a hitscan weapon. Holding down fire will cause shots to spread out; tapping fire to fire slowly will allow for perfect accuracy. Capable of tearing bots apart at close to medium range, but deal comparatively poor damage to crystals. The fire rate increases for each SMG on the bot, up to a maximum of 6.
  37. -Disruptor: Nanotech Disruptor. A weapon that fires a short-ranged laser that deals constant damage to whatever block it is aimed at. The damage output is low compared to other weapons. Shooting a teammate with this weapon will repair damaged blocks and restore destroyed blocks. Up to 6 of these can be firing at once.
  38. -Tesla: Tesla Blade. A melee weapon with a limited number of uses, one for every blade graphic on the weapon. The ammo can be restored by healing, either through a medic or the fusion shield. Teslas deal absolutely UNREAL amounts of damage, surpassing even rails by a wide margin. However, they are frail and heal at a heavily reduced rate, only 1/4 of normal speed. In addition, they do pathetic damage to crystals. Unlike most weapons, these can be equipped on any bot, regardless of their other weapon (or lack thereof). This is the only melee weapon in the game.
  39.  
  40. ==Bot types==
  41. =Movement=
  42. -Cruiser: Uses wheels to move.
  43. -Tank: Uses treads to move.
  44. -Walker: Uses legs to move.
  45. -Hover: Uses hoverblades to move. Capable of limited flight, but considered a ground vehicle.
  46. -Flier: Uses aerofoils and rudders in combination with thrusters to move. Effectively an airplane.
  47. -Copter: Uses rotor blades to move, sometimes in combination with thrusters. Sometimes combined with legs, most commonly when using rails.
  48. -Drone: Uses thrusters, sometimes in combination with helium blocks, to move.
  49. =Weaponry=
  50. -SMG: Equipped with SMGs.
  51. -Plasma: Equipped with plasmas.
  52. -Rail: Equipped with rails.
  53. -Medic: Equipped with disruptors.
  54. -Tesla: Equipped with a substantial number of teslas. These bots aren't restricted to teslas only; they will commonly have a couple of disruptors equipped as well.
  55. -Scout: Unarmed. This is a bad idea, please don't do this.
  56. =Unique=
  57. -Plasma Bomber: An airplane that uses plasmas to attack targets below - usually grounded targets, but can be used on aerial targets as well.
  58. -Interceptor: An airplane equipped with SMGs. Most often built to counter other aircraft.
  59.  
  60. ==Gameplay==
  61. -Overclock: Increases the speed and strength of the bot. Clock cycles are gained by destroying crystals, damaging and destroying players, or the clock cycle generator; in addition, the entire team gains a large chunk of clock cycles when capturing a tower. The maximum overclock level is 13.
  62. -Crystal: Protonium crystal. The polygonal blocks that make up the HP of towers and reactors. Your team's crystals are blue, the enemy's are red, and neutral crystals (only on uncaptured towers) are purple.
  63. -Reactor: Protonium reactor. The goal of the game is to destroy the opponent's reactor by destroying all of the crystals on it.
  64. -Tower: Fusion tower. These power the fusion shield, clock cycle booster, and clock cycle generator.
  65. -Shield: Fusion shield. This is the colored bubble shield that surrounds a team's reactor. Enemy shots cannot go through the shield from the outside, and allied players are slowly healed while inside the shield. Requires one tower to function.
  66. -Clock Cycle Booster: Increases the number of clock cycles gained from any action. Requires two towers to function.
  67. -Clock Cycle Generator: Passively generates clock cycles at a rate of 3 per second. Requires three towers to function.
  68. -Connection points: The spots where blocks can connect to other blocks. Essentially, these are what hold the bot together. When a block is destroyed, any excess damage is transferred randomly to the connected blocks; this can be abused to redirect damage along a desired path of blocks, away from important parts.
  69. -Damage radiation: When a block is destroyed, any leftover damage is passed onto a randomly selected block connected to the destroyed block. If the leftover damage destroys the second block, then another block connected to the original is selected, and so on. If all the directly connected blocks are destroyed, the damage is then transferred to the blocks connected to the first set of blocks. Damage radiation from plasmas, rails, and teslas is affected by the block struck; if it's a non-cube block, then some of the damage will be soaked up by the initial block, reducing the damage dealt to connected blocks - rotors and treads completely prevent damage radiation from these sources. Radiation from SMGs is unchanged by the block struck, and the nature of disruptors (constant damage over time) means that there is no damage radiation at all, as there will never be damage left over when a block is destroyed.
  70.  
  71. ==Miscellaneous==
  72. -Player tier: The maximum tier a player has reached. This is separate from the bot's tier; I am a tier 9 player, but this was a tier 8 bot.
  73. -Overtiered: A bot that uses parts from a tier higher than the one it is classified as. In this case, I was using a tier 8 bot with tier 9 weapons.
  74. -Hitscan: A hitscan weapon's shot connects the instant the shot is fired, regardless of what the graphic's behavior is; think of it like a laser. Most first person shooters use this type of weaponry, even though in real life, bullets have travel time.
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